#include "common.h" struct Appdata { float4 Position : POSITION; float2 Uv : TEXCOORD0; }; struct VertexOutput { float4 HPosition : POSITION; float2 Uv : TEXCOORD0; }; VertexOutput TexCompVS(Appdata IN) { VertexOutput OUT = (VertexOutput)0; OUT.HPosition = mul(G(ViewProjection), IN.Position); OUT.Uv = IN.Uv; return OUT; } TEX_DECLARE2D(DiffuseMap, 0); uniform float4 Color; float4 TexCompPS(VertexOutput IN): COLOR0 { return tex2Dbias(DiffuseMap, float4(IN.Uv, 0, -10)) * Color; } float4 TexCompPMAPS(VertexOutput IN): COLOR0 { float4 tex = tex2Dbias(DiffuseMap, float4(IN.Uv, 0, -10)); return float4(tex.rgb * tex.a * Color.rgb, tex.a * Color.a); }