// // Intro to HLSL // texture tex : Texture < string ResourceName = "env3.bmp"; string TextureType = "2D"; >; // The world view and projection matrices float4x4 WorldViewProj : WORLDVIEWPROJECTION; sampler TextureSampler = sampler_state { Texture = ; MagFilter = Linear; MinFilter = Linear; MipFilter = Linear; }; // Transform our coordinates into world space void Transform( in float4 inputPosition : POSITION, in float2 inputTexCoord : TEXCOORD0, out float4 outputPosition : POSITION, out float2 outputTexCoord : TEXCOORD0 ) { // Transform our position outputPosition = mul(inputPosition, WorldViewProj); // Set our texture coordinates outputTexCoord = inputTexCoord; } void TextureColor( in float2 textureCoords : TEXCOORD0, out float4 diffuseColor : COLOR0) { // Get the texture color diffuseColor = tex2D(TextureSampler, textureCoords); //diffuseColor = float4(0, 0, 1, 0.5); // Blue }; technique TransformTexture { pass P0 { // shaders VertexShader = compile vs_1_1 Transform(); PixelShader = compile ps_1_1 TextureColor(); } }