sampler2D BearTextureSampler;

struct VS_OUTPUT
{
  float4 Position   : POSITION;   // vertex position
  float4 Diffuse    : COLOR0;     // vertex diffuse color
  float2 Texture    : TEXCOORD0;
};

float4 Main(VS_OUTPUT In) : COLOR {
  //return float4(1, 1, 1, 1) - In.Diffuse;
  //return float4(In.Texture, 0, 1);
  float2 tex = In.Texture * 0.5 + 0.5;

  return tex2D(BearTextureSampler, float2(tex.x, 1.0 - tex.y));
}
