float4x4 view_proj_matrix;
float cos_time_0_X;
struct VS_OUTPUT 
{
   float4 Pos:     POSITION;
   float2 Txr1:    TEXCOORD0;
};
VS_OUTPUT vs_main( float4 inPos: POSITION, 
                   float2 Txr1: TEXCOORD0)
{
   VS_OUTPUT Out;
   Out.Pos = mul(view_proj_matrix, inPos);
   Out.Txr1 = Txr1 *  cos_time_0_X;
   return Out;
}
Vertex Shader 1float4x4 view_proj_matrix;
float4 teapot_position;
struct VS_OUTPUT 
{
   float4 Pos:     POSITION;
};
VS_OUTPUT vs_main( float4 inPos: POSITION )
{
   VS_OUTPUT Out;
   //Output an offset and transformed vertex position
   Out.Pos = mul(view_proj_matrix, inPos+teapot_position);
   return Out;
}
Pixel Shader 0sampler Texture0;
float4 ps_main( float4 inDiffuse: COLOR0,
                float2 inTxr1: TEXCOORD0 ) : COLOR0
{
   //  Output color from texture, specify sampler (Texture0) with texture coordinate (inTxr1)
   return tex2D(Texture0, inTxr1);
}
Pixel Shader 1float cos_time_0_X;
float4 ps_main( float4 inDiffuse: COLOR0 ) : COLOR0
{
   //  Output constant color:
   float4 color;
   color[1] = 1.0 * cos_time_0_X;
   color[2] = 1.0 * (1-cos_time_0_X);
   color[0] = color[3] = 0.0;
   return color;
}float4x4 view_proj_matrix;
struct VS_OUTPUT 
{
   float4 Pos:     POSITION;
   float2 Txr1:    TEXCOORD0;
};
VS_OUTPUT vs_main( float4 inPos: POSITION, 
                   float2 Txr1: TEXCOORD0)
{
   VS_OUTPUT Out;
   Out.Pos = mul(view_proj_matrix, inPos);
   Out.Txr1 = Txr1;
   return Out;
}
Vertex Shader 1float4x4 view_proj_matrix;
float4 teapot_position;
struct VS_OUTPUT 
{
   float4 Pos:     POSITION;
};
VS_OUTPUT vs_main( float4 inPos: POSITION )
{
   VS_OUTPUT Out;
   //Output an offset and transformed vertex position
   Out.Pos = mul(view_proj_matrix, inPos+teapot_position);
   return Out;
}
Pixel Shader 0sampler Texture0;
float4 ps_main( float4 inDiffuse: COLOR0,
                float2 inTxr1: TEXCOORD0 ) : COLOR0
{
   //  Output color from texture, specify sampler (Texture0) with texture coordinate (inTxr1)
   return tex2D(Texture0, inTxr1);
}
Pixel Shader 1float4 ps_main( float4 inDiffuse: COLOR0 ) : COLOR0
{
   //  Output constant color:
   float4 color;
   color[1] = 1.0;
   color[0] = color[2] = color[3] = 0.0;
   return color;
}04float4x4 view_proj_matrix;
struct VS_OUTPUT 
{
   float4 Pos:     POSITION;
   float2 Txr1:    TEXCOORD0;
};
VS_OUTPUT vs_main( float4 inPos: POSITION, 
                   float2 Txr1: TEXCOORD0)
{
   VS_OUTPUT Out;
   Out.Pos = mul(view_proj_matrix, inPos);
   Out.Txr1 = Txr1;
   return Out;
}
Pixel Shadersampler Texture0;
float4 ps_main( float4 inDiffuse: COLOR0,
                float2 inTxr1: TEXCOORD0 ) : COLOR0
{
   //  Output color from texture, specify sampler (Texture0) with texture coordinate (inTxr1)
   return tex2D(Texture0, inTxr1);
float4x4 view_proj_matrix;Pixel Shader
struct VS_OUTPUT
{
float4 Pos: POSITION;
};
VS_OUTPUT vs_main( float4 inPos: POSITION )
{
VS_OUTPUT Out;
Out.Pos = mul(view_proj_matrix, inPos);
return Out;
}
float4 ps_main( ): COLOR0 //float4 inDiffuse: COLOR0 ) : COLOR0
{
   //  Output constant color:
   float4 color = float4(0,0,0,0);
   color.b = 1.0;
   color.a = 1.0;
   return color;
}
float4x4 view_proj_matrix;Pixel Shader
struct VS_OUTPUT
{
float4 Pos: POSITION;
};
VS_OUTPUT vs_main( float4 inPos: POSITION )
{
VS_OUTPUT Out;
Out.Pos = mul(view_proj_matrix, inPos);
return Out;
}
float4 ps_main( float4 inDiffuse: COLOR0 ) : COLOR0
{
   //  Output constant color:
   float4 color;
   color[0] = color[3] = 1.0;
   color[1] = color[2] = 0.0;
   return color;
}