#include "RTCommonData.fxh"


//--------------------------------------------------------------------------------------
// SHADERS BODIES
//--------------------------------------------------------------------------------------
void RenderSceneVS(float4 Pos : POSITION, out float4 oPos : POSITION)
{
    // Output screen space position
    float4x4 mWVP = g_mWorldView * g_mProj;
    oPos = mul(Pos, mWVP);
}


void RenderScenePS(out float4 oColor : COLOR0)
{
	oColor = 0;	// They could have though about a shader not to write on a color buffer but, noooooo....
}


//-----------------------------------------------------------------------------
// Technique: RenderScene
// Desc: Renders the scene with a vertex and pixel shader.
//-----------------------------------------------------------------------------
technique ZPrePass
{
    pass p0
    {
		ZEnable = false;
		ZWriteEnable = true;
		AlphaBlendEnable = false;	// TODO : add states block to restore the pieline states after DXUT renders the GUI
		AlphaTestEnable = false;
		
        VertexShader = compile vs_1_1 RenderSceneVS();
        PixelShader = compile ps_2_0 RenderScenePS();
    }
}