; ** Type 0: don't light, object always faces camera **
; Input: As declared
; v0=position
; v1=normal (unused)
; 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 look at worldviewproj transformation matrix

vs.1.1
dcl_position v0
dcl_normal v1
dcl_texcoord v2

; Transform position (or move 0 to z to bypass z buffering)
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 direct to surface
mov oD0, c[1]

; Move texture coords to output
mov oT0, v2
