effect "
...
float4 vecAmbient;
float4 vecDiffuse;
technique shader_test
{
pass p0
{
VertexShaderConstant[12] = <vecAmbient>; // the material ambient values, 0.0f..1.0f range
VertexShaderConstant[13] = <vecDiffuse>; // the material diffuse values
...
}
}
";
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