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// This code contains NVIDIA Confidential Information and is disclosed 
// under the Mutual Non-Disclosure Agreement. 
// 
// Notice 
// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES 
// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO 
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT, 
// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE. 
// 
// NVIDIA Corporation assumes no responsibility for the consequences of use of such 
// information or for any infringement of patents or other rights of third parties that may 
// result from its use. No license is granted by implication or otherwise under any patent 
// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless 
// expressly authorized by NVIDIA.  Details are subject to change without notice. 
// This code supersedes and replaces all information previously supplied. 
// NVIDIA Corporation products are not authorized for use as critical 
// components in life support devices or systems without express written approval of 
// NVIDIA Corporation. 
// 
// Copyright � 2008- 2013 NVIDIA Corporation. All rights reserved.
//
// NVIDIA Corporation and its licensors retain all intellectual property and proprietary
// rights in and to this software and related documentation and any modifications thereto.
// Any use, reproduction, disclosure or distribution of this software and related
// documentation without an express license agreement from NVIDIA Corporation is
// strictly prohibited.
//

//------------------------------------------------------------------------------------
// Global variables
//------------------------------------------------------------------------------------
float4 gMarkerColor;

// XForm Matrix
float4x4	g_matViewProj;

float4 MarkerVS(float4 vPos : POSITION) : POSITION
{
	return mul(vPos, g_matViewProj);
}

float4 MarkerPS() : COLOR
{
	return gMarkerColor;
}

technique RenderMarkerTech
{
    pass
    {
        VertexShader = compile vs_3_0 MarkerVS();
        PixelShader  = compile ps_3_0 MarkerPS();

        ZEnable				= True;
        ZFunc				= LessEqual;
        ZWriteEnable		= True; 
		FillMode			= Solid;
        CullMode			= None;
		AlphaBlendEnable	= False;
		AlphaTestEnable		= False;
		ColorWriteEnable	= 0x0f;
		StencilEnable		= False;
    }
}