uniform float4x4 ViewProj; uniform texture2d image; sampler_state def_sampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct VertInOut { float4 pos : POSITION; float2 uv : TEXCOORD0; float4 col : COLOR; }; VertInOut VSDefault(VertInOut vert_in) { VertInOut vert_out; vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj); vert_out.uv = vert_in.uv; vert_out.col = vert_in.col; return vert_out; } float4 PSDrawBare(VertInOut vert_in) : TARGET { vert_in.col.a *= image.Sample(def_sampler, vert_in.uv).a; return vert_in.col; } technique Draw { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawBare(vert_in); } }