text: //-----------------------------------------------------------------------------
  // Copyright (c) 2012 GarageGames, LLC
  //
  // Permission is hereby granted, free of charge, to any person obtaining a copy
  // of this software and associated documentation files (the "Software"), to
  // deal in the Software without restriction, including without limitation the
  // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  // sell copies of the Software, and to permit persons to whom the Software is
  // furnished to do so, subject to the following conditions:
  //
  // The above copyright notice and this permission notice shall be included in
  // all copies or substantial portions of the Software.
  //
  // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  // IN THE SOFTWARE.
  //-----------------------------------------------------------------------------
  
  //*****************************************************************************
  // Box Filter
  //*****************************************************************************
  //-----------------------------------------------------------------------------
  // Structures                                                                  
  //-----------------------------------------------------------------------------
  
  #include "../ShaderModel.hlsl"
  
  struct VertData
  {
     float3 position        : POSITION;
     float2 texCoord        : TEXCOORD0;   
  };
  
  struct ConnectData
  {
     float4 hpos            : TORQUE_POSITION;
     float2 tex0            : TEXCOORD0;
  };
  
  
  //-----------------------------------------------------------------------------
  // Main                                                                        
  //-----------------------------------------------------------------------------
  ConnectData main( VertData IN,
                    uniform float4x4 modelview       : register(C0))
  {
     ConnectData OUT;
  
     OUT.hpos = mul(modelview, float4(IN.position,1.0));   
     OUT.tex0 = IN.texCoord;
  
     return OUT;
  }
  