uniform extern float4x4 WorldViewProj : WORLDVIEWPROJECTION; struct VS_OUTPUT { float4 position : POSITION; float4 color : COLOR0; }; VS_OUTPUT Transform( float4 Pos : POSITION, float4 Color : COLOR0 ) { VS_OUTPUT Out = (VS_OUTPUT)0; Out.position = mul(Pos, WorldViewProj); Out.color = Color; return Out; } technique TransformTechnique { pass P0 { vertexShader = compile vs_2_0 Transform(); } }