float4x4 WorldViewProjection; sampler2D DiffuseMap; sampler2D AmbientMap; struct VSInput { float4 Position: F_POSITION; float2 TexCoord: F_TEXCOORD0; float2 TexCoord1: F_TEXCOORD2; }; struct VSOutput { float4 Position: POSITION; float2 TexCoord: TEXCOORD; float2 TexCoord1: TEXCOORD1; }; VSOutput vsMain(VSInput Input) { VSOutput Output; Output.Position = mul(WorldViewProjection, Input.Position); Output.TexCoord = Input.TexCoord; Output.TexCoord1 = Input.TexCoord1; return Output; } float4 psMain(VSOutput Input): COLOR { return tex2D(DiffuseMap, Input.TexCoord) * tex2D(AmbientMap, Input.TexCoord1); }