float4x4 modelViewProjectionT; struct VS_OUTPUT { float4 Pos : POSITION; float2 Tex : TEXCOORD0; }; VS_OUTPUT main ( float4 Pos : POSITION, float3 Norm : NORMAL, float2 Tex : TEXCOORD0 ) { VS_OUTPUT Out = (VS_OUTPUT)0; Out.Pos = mul( Pos, modelViewProjectionT ); // position (projected) // Out.Tex = Tex; Out.Tex = float2( Tex.x, 1.0f - Tex.y ); // Y FLIP return Out; }