Texture2D Texture : register(t0); SamplerState Sampler : register(s0); struct VS_Input { float2 Position : POSITION; float4x4 Tranform : TRANSFORM; float4 Color : COLOR; }; struct PS_Input { float4 Position : SV_Position; float2 TexCoord : TEXCOORD0; float4 Color : COLOR; }; PS_Input VS(VS_Input input) { PS_Input output; output.Position = mul(float4(input.Position, 0.0f, 1.0f), input.Tranform); output.TexCoord = input.Position; output.Color = input.Color; return output; } float4 PS(PS_Input input) : SV_Target0 { float4 color = input.Color * Texture.Sample(Sampler, input.TexCoord); return color; } #effect[VS=VS, PS=PS]