// HLSL float4 test_ps( in float2 UV : TEXCOORD0 ) : COLOR { float4 RGBA = { 1,0,0,1 }; return RGBA; } // .program fragment_program test_PS hlsl { source Video.hlsl entry_point test_ps target ps_2_0 } // C++ Ogre::MaterialPtr pMat = m_pVideo->getMaterial(); Ogre::Pass* pPass = pMat->getTechnique( 0 )->createPass(); pPass->setVertexProgram( "Webcam_VS" ); // Webcam_VS is a dummy vertex shader that does nothing pPass->setFragmentProgram( "test_PS" ); pMat->compile();