sampler uImage0 : register(s0); sampler uImage1 : register(s1); float3 uColor; float3 uSecondaryColor; float uOpacity; float uSaturation; float uRotation; float uTime; float4 uSourceRect; float2 uWorldPosition; float uDirection; float3 uLightSource; float2 uImageSize0; float2 uImageSize1; // This is a shader. You are on your own with shaders. Compile shaders in an XNB project. float4 PixelShaderFunction(float2 coords : TEXCOORD0) : COLOR0 { float4 color = tex2D(uImage0, coords); if (!any(color)) return color; int choice = uTime % 4; if(choice == 0) color.r = 1; else if(choice == 1) color.g = 1; else if (choice == 2) color.b = 1; //color = float4(0, 0, 1, 1); //else if (choice == 3) // color = color; return color; //return color * tex2D(uImage0, coords).a; } technique Technique1 { pass ExampleDyePass { PixelShader = compile ps_2_0 PixelShaderFunction(); } }