{ stateMap "passthrough"; // TODO vertexShader 3.0 "grain_overlay.hlsl" { worldViewProjectionMatrix = constant.transposeWorldViewProjectionMatrix; } pixelShader 3.0 "grain_overlay.hlsl" { colorMapSampler = material.colorMap; } vertex.position = code.position; vertex.color[0] = code.color; vertex.texcoord[0] = code.texcoord[0]; }