float4x4 ProjectionModelViewMatrix; float4x4 ProjectionMatrix; float4x4 ModelViewMatrix; struct VtxInput { float4 Position : POSITION0; float2 Texture : TEXCOORD0; }; struct VtxOutput { float4 Position : POSITION0; float2 Texture : TEXCOORD0; }; texture diffuseTexture : c3d_mapDiffuse; sampler DiffuseTextureSampler = sampler_state { Texture = ; AddressU = WRAP; AddressV = WRAP; AddressW = WRAP; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; }; //sampler2D DiffuseMap; VtxOutput mainVx( in VtxInput p_input) { VtxOutput l_output; l_output.Position = mul( p_input.Position, ProjectionModelViewMatrix); l_output.Texture = p_input.Texture; return l_output; } float4 mainPx( in VtxOutput p_input) : COLOR { float4 l_output = float4( 0.0, 0.0, 0.0, 1.0 ); // l_output = tex2D( DiffuseMap, p_input.Texture); l_output = tex2D( DiffuseTextureSampler, p_input.Texture); l_output.a = 1.0; return l_output; };