uniform float4x4 ViewProj; uniform texture2d image; sampler_state def_sampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct VertInOut { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertInOut VSDefault(VertInOut vert_in) { VertInOut vert_out; vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj); vert_out.uv = vert_in.uv; return vert_out; } float4 PSDraw(VertInOut vert_in) : TARGET { float4 rgba = image.Sample(def_sampler, vert_in.uv); if (rgba.a > 0.0) rgba.rgb /= rgba.a; return saturate(rgba); } technique Draw { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDraw(vert_in); } }