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Pointsprites and HLSL shaders

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It's driving me crazy! Is there any way to get an unclamped float3 value from the VertexShader to the PixelShader when using PointSprites? I can't use the TEXCOORD streams, since DirectX seams to bypass all values in the TEXCOORDs just by [0,1][0,1] so it's even impossible to alter the texture coordinates. The COLOR streams seems to get clamped to above 0 - so i can't pass negative values in the COLOR streams. If i try to use NORMAL0 to pass it (or any other more exotic stream than COLOR or TEXCOORD) my shader doesn't compile! Argh! i just want to create phong-shaded pointSprites (fake-geometry) . . . Any ideas?? Thanks!

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