matrix  mWVP;
DWORD   cColor = 0xffffffff;

vertexshader vSdr = 
	decl
	{
		stream 0;
		float    v0[3];  // Position
		D3DCOLOR v3;     // Normal
		float    v7[2];  // Tex coord 0
		D3DCOLOR v8;     // Binormal
		D3DCOLOR v9;     // Tangent
	}
	asm
	{
        ; Constants:
        ; 16..19 - Composite World-View-Projection Matrix

		vs.1.0
    	m4x4 oPos, v0, c16
	};

String WireFrame_desc = "Wireframe";
technique WireFrame
{
    pass P0
    {
        FillMode = WireFrame;

        vertexshader = <vSdr>;	
        VertexShaderConstant[16] = <mWVP>;
	    TextureFactor = <cColor>;

        // Stage0
        ColorOp[0]   = SelectArg1;
        ColorArg1[0] = TFactor;
        AlphaOp[0]   = SelectArg1;
        AlphaArg1[0] = TFactor;

        ZBias = 2;
    }
}


