sampler 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)); }