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One Dark Pro
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Andromeda
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Ayu Dark
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Ayu Mirage
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Ayu Light
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Cobalt2
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Night Owl
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Night Owl Light
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Noctis
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Noctis Azureus
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Noctis Bordo
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Noctis Hibernus
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Noctis Lilac
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Noctis Lux
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Noctis Minimus
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Noctis Obscuro
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Noctis Sereno
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Noctis Uva
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Noctis Viola
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Palenight
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Pico 8
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Shades of Purple
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Shades of Purple SD
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Synthwave '84
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Tokyo Night
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Tokyo Night Storm
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Tokyo Night Light
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Winter is Coming
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Winter is Coming Light
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax
Winter is Coming Dark
struct VS_OUTPUT
{
    float4 Position   : SV_POSITION;
    float4 Diffuse    : COLOR0;
    float2 TextureUV  : TEXCOORD0;
};

VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float2 vTexCoord0 : TEXCOORD,
                         uniform int nNumLights,
                         uniform bool bTexture,
                         uniform bool bAnimate )
{
    VS_OUTPUT Output;
    ...
    return Output;
}

// From https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-function-syntax