shader_frag_texture.frag 406 B

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  1. Texture2D<float4> Texture : register(t0, space2);
  2. SamplerState Sampler : register(s0, space2);
  3. // NOTE: Seems like TEXCOORD0 is getting optimized out and TEXCOORD1 is taking its spot
  4. // Might need to fix when later versions of SDL_shadercross preserve unused bindings
  5. float4 main(float4 Color : TEXCOORD0, float2 TexCoord : TEXCOORD1) : SV_Target0 {
  6. return Color * Texture.Sample(Sampler, TexCoord);
  7. }