Position, World);
in the beginning deflating in the beginning float4 viewPosition = mul(worldPosition, View);
in the beginning deflating in the beginning generate. Position = mul(viewPosition, Projection);
in the beginning deflating in the beginning generate. Color = input. Color. Color;
in the beginning deflating in the beginning generate.
a = 1.0;
in the beginning deflating in the beginning generate. TexCoord;
in the beginning deflating in the beginning
in the beginning deflating in the beginning recompense output;
}
float4 PixelShaderFunction(VertexShaderOutput input) in the beginning: COLOR0 {
in the beginning deflating in the beginning float4 output;
in the beginning deflating in the beginning generate = tex2D( mySampler, input. TexCoord = input. TexCoord);
in the beginning deflating in the beginning //output.r = 1 – generate.r;
in the beginning deflating in the beginning //output.g = 1 – generate.g;
in the beginning deflating in the beginning //output.b = 1 – generate.b;
in the beginning deflating in the beginning generate.