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Loosing Projected TexCoords When Pixel Shader Enabled?

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For some reason if I enable pixel shaders I loose my projected texture coordinates. Here is a screenshot without shaders enabled. http://cs.selu.edu/~soconnell/screen2.jpg Here is a screenshot with pixel shaders enabled http://cs.selu.edu/~soconnell/screen1.jpg All my shader does is the following: float4 main(in float4 wpos : WPOS, float2 tex0coords : TEXCOORD0, uniform sampler2D tex0 : TEXUNIT0): COLOR { float4 a = tex2D(tex0, tex0coords); return a; } Anybody know why the texture coordinates get screwed up? I don't have vertex shaders enabled, so why would it loose the values?

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