uniform float4 Color;
struct VS_OUTPUT
{
float4 Position : POSITION; float4 TexCoord : TEXCOORD0; float3 Normal : TEXCOORD1; };
struct PS_OUTPUT
{
float4 Color : COLOR0;
};
sampler s = sampler_state
{
MinFilter = Linear;
MagFilter = Linear;
};
PS_OUTPUT PShaderEntry( VS_OUTPUT input )
{
PS_OUTPUT Output;
float4 TexColor = tex2D( s, float2(input.TexCoord.x, input.TexCoord.y) );
Output.Color = float4(TexColor.x * Color.x, TexColor.y * Color.y, TexColor.z * Color.z, TexColor.w * Color.w);
return Output;
}