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- //
- cbuffer buffer0 : register(b0)
- {
- float4x4 ProjectionMatrix;
- };
- sampler sampler0 : register(s0);
- Texture2D<float4> texture0 : register(t0);
- struct VS_INPUT
- {
- float2 pos : POSITION;
- float4 col : COLOR0;
- float2 uv : TEXCOORD0;
- };
- struct PS_INPUT
- {
- float4 pos : SV_POSITION;
- float4 col : COLOR0;
- float2 uv : TEXCOORD0;
- };
- PS_INPUT vs(VS_INPUT input)
- {
- PS_INPUT output;
- output.pos = mul(ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));
- output.col = input.col;
- output.uv = input.uv;
- return output;
- }
- float4 ps(PS_INPUT input) : SV_Target
- {
- return input.col * texture0.Sample(sampler0, input.uv);
- }
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