sampler s0;
float4x4 MatrixTransform;
struct VertexShaderOutput
{
float4 position : POSITION;
float4 color : COLOR0;
float2 texCoord : TEXCOORD0;
};
VertexShaderOutput spriteVert( float4 position: POSITION0, float4 color: COLOR0, float2 texCoord: TEXCOORD0 )
{
VertexShaderOutput output;
output.position = mul( position, MatrixTransform );
output.color = color;
output.texCoord = texCoord;
return output;
}
float4 spritePixel( VertexShaderOutput input ) : COLOR
{
float4 color = tex2D( s0, input.texCoord ) * input.color;
color.rgb *= input.color.a;
return color;
}
technique SpriteDrawing
{
pass P0
{
VertexShader = compile vs_2_0 spriteVert();
PixelShader = compile ps_2_0 spritePixel();
}
};