sampler2D Decal = sampler_state { AddressU = Mirror; AddressV = Mirror; }; struct VOutput { float4 position : POSITION; float2 tex0 : TEXCOORD0; }; VOutput vs( float3 position : POSITION, float2 tex0 : TEXCOORD0 ) { VOutput OUT; OUT.position = float4( position, 1.0 ); OUT.tex0 = tex0; return OUT; } struct POutput { float4 color : COLOR; }; POutput ps( VOutput input, uniform sampler2D decal : TEX0 ) { POutput OUT; OUT.color = tex2D( decal, input.tex0 ); return OUT; } technique cgfx_texture { pass { AlphaBlendEnable = false; CullMode = None; FillMode = Solid; VertexProgram = compile vs_4_0 vs(); FragmentProgram = compile ps_4_0 ps( Decal ); } }