void _fragPosTrans(in float4 inPos, inout float4 outPos)
{
	outPos = matrixmul(matWorld, inPos);
}

void _fragColor(in float4 inColor, inout float4 outColor)
{
	outColor = inColor;
}

void _fragTexCoordOut(in float2 vInTexCoord, inout float2 vOutCoord)
{
	vOutCoord = vInTexCoord;
}

#ifdef SHADER_DX
void _fragTransformTexCoordMat2x4(in float2 inCoord, inout float2 outCoord, uniform float3x4 matTexTrans)
#else
void _fragTransformTexCoordMat2x4(in float2 inCoord, inout float2 outCoord, uniform float4x3 matTexTrans)
#endif
{
	//float3x3 mat3x3 = float3x3(matTexTrans._11, matTexTrans._12, matTexTrans._13, matTexTrans._21, matTexTrans._22, matTexTrans._23, matTexTrans._31, matTexTrans._32, matTexTrans._33);
	outCoord.xy = matrixmul(matTexTrans, float3(inCoord.xy, 1.0f)).xy;
}

#ifdef SHADER_DX
void _fragTransformTexCoordMat3x4(in float2 inCoord, inout float2 outCoord, uniform float3x4 matTexTrans)
#else
void _fragTransformTexCoordMat3x4(in float2 inCoord, inout float2 outCoord, uniform float4x3 matTexTrans)
#endif
{
	outCoord.xy = matrixmul(float3(inCoord.xy, 1.0f), matTexTrans).xy;
}