// 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; int iFlipX; int iFlipY; //Tint color float4 fColor : COLOR0; PS_OUTPUT ps_main( in PS_INPUT In ) { // Output pixel PS_OUTPUT Out; if(iFlipX==0 && iFlipY==0) { Out.Color = tex2D(Tex0, float2(In.Texture.x,In.Texture.y)); } else if(iFlipX==1 && iFlipY==0) { Out.Color = tex2D(Tex0, float2(1.0-In.Texture.x,In.Texture.y)); } else if(iFlipX==0 && iFlipY==1) { Out.Color = tex2D(Tex0, float2(In.Texture.x,1.0-In.Texture.y)); } else { Out.Color = tex2D(Tex0, float2(1.0-In.Texture.x,1.0-In.Texture.y)); } return Out; } // Effect technique technique tech_main { pass P0 { // shaders VertexShader = NULL; PixelShader = compile ps_2_0 ps_main(); } }