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