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Sep 22nd, 2019
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C++ 0.28 KB | None | 0 0
  1. Texture2D    g_texture : register(t0);
  2. SamplerState g_sampler : register(s0);
  3.  
  4. struct psinput
  5. {
  6.     float4 pos  : SV_POSITION;
  7.     float4 col  : COLOR;
  8.     float2 uv   : TEXCOORDS;
  9. };
  10.  
  11. float4 main(psinput in_) : SV_TARGET
  12. {
  13.     return in_.col * g_texture.Sample(g_sampler, in_.uv);
  14. }
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