struct VS_OUT { float4 hPosition : POSITION; float3 texCoord : TEXCOORD0; }; VS_OUT UV_VS(float4 position : POSITION, float3 texCoord: TEXCOORD0, float3 texCoord1: TEXCOORD1, uniform float4x4 worldViewProj) { VS_OUT OUT; OUT.hPosition = mul(worldViewProj, position); OUT.texCoord = texCoord1; return OUT; } float4 UV_PS(VS_OUT IN, uniform float4 ID):COLOR { return float4(IN.texCoord.xyz, ID.x); //return float4(ID.x,0,0,1); }