//sampler TextureSampler; 


texture gTextureSlot1;

sampler2D TextureSampler = 
sampler_state
{
    Texture = (gTextureSlot1);
    MipFilter = LINEAR;
    MinFilter = LINEAR;
    MagFilter = LINEAR;
    ADDRESSU = CLAMP;
    ADDRESSV = CLAMP;
};
 
struct VS_INPUT { 
    float4 Position : POSITION0; 
    float2 Texcoord : TEXCOORD0; 
};
 
VS_INPUT NullVertexShader(VS_INPUT Input) { 
    VS_INPUT Output;
    
    Output.Position = Input.Position; 
    Output.Texcoord = Input.Texcoord; 
 
    return Output; 
} 
 
float4 InvertTexture(VS_INPUT Input) : COLOR0{ 
    return float4(1,0,1,0);
} 
 
technique TransformTexture { 
    pass P0 { 
        VertexShader = compile vs_2_0 NullVertexShader(); 
        PixelShader = compile ps_2_0 InvertTexture(); 
    } 
}