uniform float4x4 ViewProj; uniform texture2d diffuse; sampler_state texSampler { AddressU = Clamp; AddressV = Clamp; Filter = Linear; }; struct VertexInOut { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertexInOut VShader(VertexInOut vert_in) { VertexInOut vert_out; vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj); vert_out.uv = vert_in.uv; return vert_out; } float4 PShader(VertexInOut fragment_in) : TARGET { return diffuse.Sample(texSampler, fragment_in.uv); } technique Default { pass { vertex_shader = VShader(vert_in); pixel_shader = PShader(fragment_in); } }