uniform float4x4 ViewProj; uniform texture2d tex; uniform float swp; uniform float4 color; sampler_state textureSampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct VertData { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertData VSDefault(VertData v_in) { VertData vert_out; vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj); vert_out.uv = v_in.uv; return vert_out; } float4 PSFadeToColor(VertData v_in) : TARGET { float4 premultiplied = float4(color.rgb * color.a, color.a); return lerp(tex.Sample(textureSampler, v_in.uv), premultiplied, swp); } technique FadeToColor { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSFadeToColor(v_in); } }