D3D12_PixelShader_Textures.hlsl 774 B

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  1. Texture2D theTexture : register(t0);
  2. SamplerState theSampler : register(s0);
  3. struct PixelShaderInput
  4. {
  5. float4 pos : SV_POSITION;
  6. float2 tex : TEXCOORD0;
  7. float4 color : COLOR0;
  8. };
  9. #define TextureRS \
  10. "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
  11. " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
  12. " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
  13. " DENY_HULL_SHADER_ROOT_ACCESS )," \
  14. "RootConstants(num32BitConstants=32, b0),"\
  15. "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
  16. "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
  17. [RootSignature(TextureRS)]
  18. float4 main(PixelShaderInput input) : SV_TARGET
  19. {
  20. return theTexture.Sample(theSampler, input.tex) * input.color;
  21. }