float4x4 ProjectionModelViewMatrix; sampler2D in_Texture; struct VtxInput { float4 Position : POSITION0; float2 Texture : TEXCOORD0; }; struct VtxOutput { float4 Position : POSITION0; float2 Texture : TEXCOORD0; }; 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( in_Texture, p_input.Texture); l_output.a = 1.0; return l_output; };