/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #include ShaderResourceGroup CopyQueueSrg : SRG_PerObject { Texture2D m_texture; Sampler m_sampler { MaxAnisotropy = 16; AddressU = Wrap; AddressV = Wrap; AddressW = Wrap; }; } struct VSInput { float3 m_position : POSITION; float2 m_uv : UV0; }; struct VSOutput { float4 m_position : SV_Position; float2 m_uv : UV0; }; VSOutput MainVS(VSInput vsInput) { VSOutput OUT; OUT.m_position = float4(vsInput.m_position, 1.0); OUT.m_uv = vsInput.m_uv; return OUT; } struct PSOutput { float4 m_color : SV_Target0; }; PSOutput MainPS(VSOutput psInput) { PSOutput OUT; float4 texture1 = CopyQueueSrg::m_texture.Sample(CopyQueueSrg::m_sampler, psInput.m_uv); OUT.m_color = texture1; return OUT; }