struct VSInput {
float3 position: POSITION;
float2 uv: TEXCOORD;
};
struct VSOutput {
float4 position: SV_POSITION;
float2 uv: TEXCOORD0;
};
Texture2D tex: register(t0);
SamplerState samp: register(s0);
VSOutput vs_main(VSInput input) {
VSOutput output;
output.position = float4(input.position, 1.0f);
output.uv= input.uv;
return output;
}
float4 ps_main(VSOutput vs): SV_TARGET {
return tex.Sample(samp, vs.uv);
}