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- Texture2D theTexture : register(t0);
- SamplerState theSampler : register(s0);
- struct PixelShaderInput
- {
- float4 pos : SV_POSITION;
- float2 tex : TEXCOORD0;
- float4 color : COLOR0;
- };
- #define TextureRS \
- "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
- " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
- " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
- " DENY_HULL_SHADER_ROOT_ACCESS )," \
- "RootConstants(num32BitConstants=32, b0),"\
- "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
- "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
- [RootSignature(TextureRS)]
- float4 main(PixelShaderInput input) : SV_TARGET
- {
- return theTexture.Sample(theSampler, input.tex) * input.color;
- }
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