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By Anonymous on the 10th of Feb 2010 12:50:26 AM
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float4x4 World;
float4x4 View;
float4x4 Projection;
sampler tex;
struct VertexShaderInput
{
float4 Position : POSITION0;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
};
VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
VertexShaderOutput output;
float4 worldPosition = mul(input.Position, World);
float4 viewPosition = mul(worldPosition, View);
output.Position = mul(viewPosition, Projection);
return output;
}
float4 PixelShaderFunction(float2 uv : TEXCOORD0, float4 tint : COLOR0) : COLOR0
{
float4 color = tex2D(tex, uv);
return color * tint;
}
technique Technique1
{
pass Pass1
{
VertexShader = compile vs_1_1 VertexShaderFunction();
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}
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