; ** Type 2: transform but don't light the vertices **
; Input: As declared
; v0=position
; v1=normal (used as vertex colour here)
; v2=textureUV
; Constants:
; c[0].x=0 c[0].y=1 c[0].z=0.5 c[0].w=ambient light
; c[1] object colour
; c[2]-c[5] combined worldviewproj transformation matrix

vs.1.1
dcl_position v0
dcl_normal v1
dcl_texcoord v2

; Transform position
; (ignore z)
dp4 oPos.x, v0, c[2]
dp4 oPos.y, v0, c[3]
;dp4 oPos.z, v0, c[4]
mov oPos.z, c[0].x
dp4 oPos.w, v0, c[5]

; Move object colour
mov oD0, c[1]

; Move texture coords to output
mov oT0, v2
