Here is the missing HLSL shader, if you happen to want to run that sample on UWP.
#include "Uniforms.hlsl"
#include "Samplers.hlsl"
#include "Transform.hlsl"
#include "ScreenPos.hlsl"
void VS(float4 iPos : POSITION,
float3 iNormal : NORMAL,
float4 iTangent : TANGENT,
float2 iTexCoord : TEXCOORD0,
out float2 oTexCoord : TEXCOORD0,
out float3 oNormal : TEXCOORD1,
out float4 oWorldPos : TEXCOORD2,
out float4 oTangent : TEXCOORD3,
out float4 oEyeVec : TEXCOORD4,
out float4 oScreenPos : TEXCOORD5,
out float4 oPos : OUTPOSITION)
{
float3 worldPos = GetWorldPos(iModelMatrix);
oPos = GetClipPos(worldPos);
oNormal = GetWorldNormal(iModelMatrix);
oWorldPos = float4(worldPos, GetDepth(oPos));
float3 tangent = GetWorldTangent(iModelMatrix);
float3 bitangent = cross(tangent, oNormal) * iTangent.w;
oTexCoord = float4(GetTexCoord(iTexCoord), bitangent.xy);
oEyeVec = float4(cCameraPos - worldPos, GetDepth(oPos));
}
void PS(
float4 iTexCoord : TEXCOORD0,
float3 iNormal : TEXCOORD1,
float4 iWorldPos : TEXCOORD2,
float4 iTangent : TEXCOORD3,
float4 iEyeVec : TEXCOORD4,
float4 iScreenPos : TEXCOORD5,
out float4 oColor : OUTCOLOR0)
{
float f = dot(normalize(iEyeVec.xyz), normalize(iNormal));
oColor = float4(1,1,1,1-f);
}