struct VS_OUTPUT { float4 Position : POSITION; // vertex position float4 TexCoord : TEXCOORD0; // vertex interpolation value float3 Normal : TEXCOORD1; // vertex normal }; struct PS_OUTPUT { float4 Color : COLOR0; }; PS_OUTPUT PShaderEntry( VS_OUTPUT input ) { PS_OUTPUT Output; float3 NormalColor = (normalize(input.Normal) + float3(1.0, 1.0, 1.0)) * 0.5; Output.Color = float4(NormalColor.x, NormalColor.y, NormalColor.z, 1.0); return Output; }