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// Parameters passed from the vertex shader to the fragment shader.
struct FragmentParameters
{
	float4 worldSpacePosition : TEXCOORD4;
	float2 texcoord0          : TEXCOORD0;
	half4  color              : COLOR;
};

#include <globals.cg>

struct VertexOut
{
	FragmentParameters params;
	float4             screenSpacePosition : POSITION;
};

VertexOut  vmain(__in(float4,     localSpacePosition, POSITION)
                 __in_opt(half4,  vertexColor,        COLOR)
                 __in_opt(float4, texcoord0,    TEXCOORD0))
{
	VertexOut vout;
	
	vout.screenSpacePosition		= localSpacePosition + g_modelMatrix[0];
	vout.params.worldSpacePosition	= localSpacePosition;
	vout.params.texcoord0			= texcoord0.xy;
	vout.params.color			= vertexColor;
	return vout;
}