/* This shader intentionally left blank */ struct VS_INPUT_POST { float3 pos : POSITION; float2 txcoord : TEXCOORD0; }; struct VS_OUTPUT_POST { float4 pos : SV_POSITION; float2 txcoord0 : TEXCOORD0; }; VS_OUTPUT_POST VS_Quad(VS_INPUT_POST IN) { VS_OUTPUT_POST OUT; float4 pos; pos.xyz = IN.pos.xyz; pos.w = 1.0; OUT.pos = pos; OUT.txcoord0.xy = IN.txcoord.xy; return OUT; } float4 PS_Nothing(VS_OUTPUT_POST IN, float4 v0 : SV_Position0) : SV_Target { return float4(0.0,0.0,0.0,1.0); } technique11 Nothing { pass p0 { SetVertexShader(CompileShader(vs_5_0,VS_Quad())); SetPixelShader(CompileShader(ps_5_0,PS_Nothing())); } }