float4x4 matWorldViewProj;
texture entSkin1;
sampler2D smpDiffuse = sampler_state
{
Texture = <entSkin1>;
};
struct VS_OUT
{
float4 Pos : POSITION;
float2 Tex : TEXCOORD0;
};
VS_OUT Shader_VS(float4 inPos : POSITION, float2 inTex : TEXCOORD0)
{
VS_OUT Out;
Out.Pos = mul(inPos, matWorldViewProj);
Out.Tex = inTex;
return Out;
}
float4 Shader_PS(float2 inTex : TEXCOORD0) : COLOR
{
return tex2D(smpDiffuse, inTex);;
}
technique tech_00
{
pass pass_00
{
VertexShader = compile vs_3_0 Shader_VS();
PixelShader = compile ps_3_0 Shader_PS();
}
}