shader GpuParticleCurveInject { depth { write = false; read = false; }; code { struct VertexInput { float4 color : TEXCOORD0; float2 dataUV : TEXCOORD1; float2 uv0 : TEXCOORD2; }; struct VStoFS { float4 position : SV_POSITION; float4 color : TEXCOORD0; }; cbuffer Input { float4 gUVToNDC; }; VStoFS vsmain(VertexInput input) { float2 uv = input.uv0 + input.dataUV; VStoFS output; output.position = float4(uv * gUVToNDC.xy + gUVToNDC.zw, 0.0f, 1.0f); output.color = input.color; return output; } float4 fsmain(VStoFS input) : SV_Target0 { return input.color; } }; };