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//
cbuffer buffer0 : register(b0)
{
float4x4 ProjectionMatrix;
};
sampler sampler0 : register(s0);
Texture2D<float4> texture0 : register(t0);
struct VS_INPUT
{
float2 pos : POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
struct PS_INPUT
{
float4 pos : SV_POSITION;
float4 col : COLOR0;
float2 uv : TEXCOORD0;
};
PS_INPUT vs(VS_INPUT input)
{
PS_INPUT output;
output.pos = mul(ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));
output.col = input.col;
output.uv = input.uv;
return output;
}
float4 ps(PS_INPUT input) : SV_Target
{
return input.col * texture0.Sample(sampler0, input.uv);
}
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