// Pixel shader input structure struct PS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Pixel shader output structure struct PS_OUTPUT { float4 Color : COLOR0; }; // Global variables sampler2D Tex0; float fL; float fR; float fT; float fB; float fA; PS_OUTPUT ps_main( in PS_INPUT In ) { // Output pixel PS_OUTPUT Out; Out.Color = tex2D(Tex0, In.Texture); if(In.Texture.x1.0f-fR || In.Texture.y1.0f-fB) { Out.Color.a = Out.Color.a*fA; } return Out; } // Effect technique technique tech_main { pass P0 { // shaders VertexShader = NULL; PixelShader = compile ps_2_0 ps_main(); } }