struct PS_INPUT { float4 T0 : TEXCOORD0; float3 T1 : TEXCOORD1; float3 T2 : TEXCOORD2; float T3 : TEXCOORD3; float3 vColor : COLOR0; }; float4 main( PS_INPUT i ) : COLOR { // Kill pixel against various fields computed in vertex shader clip ( i.T1 ); clip ( i.T2 ); clip ( i.T3 ); // Backface cull // i.T0.a is uninitialized by the vs, but this is how the original asm shader was written???? return float4( lerp( float3(1,1,1), i.vColor.xyz, i.T0.a ), 1 ); }