#include "include/IW4.hlsl" struct VSInput { float3 position : POSITION; half4 color : COLOR0; half2 texcoord : TEXCOORD0; }; struct VSOutput { float4 position : SV_POSITION; half4 color : COLOR0; half2 texcoord : TEXCOORD0; }; VSOutput VSMain(VSInput vin) { VSOutput vout = (VSOutput)0; vout.position = mul(mul(float4(vin.position, 1.0f), worldMatrix), viewProjectionMatrix); vout.color = vin.color; vout.texcoord = vin.texcoord; return vout; } extern sampler2D colorMapSampler; half4 PSMain(VSOutput input) : SV_TARGET { return half4(tex2D(colorMapSampler, input.texcoord)) * input.color; }