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- Texture2D g_texture : register(t0);
- SamplerState g_sampler : register(s0);
- struct psinput
- {
- float4 pos : SV_POSITION;
- float4 col : COLOR;
- float2 uv : TEXCOORDS;
- };
- float4 main(psinput in_) : SV_TARGET
- {
- return in_.col * g_texture.Sample(g_sampler, in_.uv);
- }
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