Texture2D txDiffuse; SamplerState samLinear { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; struct VS_INPUT { float4 Pos : POSITION; float2 Tex : TEXCOORD; }; struct PS_INPUT { float4 Pos : SV_POSITION; float2 Tex : TEXCOORD0; }; PS_INPUT VS( VS_INPUT input ) { PS_INPUT output = (PS_INPUT)0; output.Pos = input.Pos; output.Tex = input.Tex; return output; } float4 PS( PS_INPUT input ) : SV_Target { return txDiffuse.Sample(samLinear, input.Tex).bgra; } technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); } }