cbuffer Constants : register(b0, space3)
{
float color_scale;
};
Texture2D u_texture : register(t0, space2);
SamplerState u_sampler : register(s0, space2);
struct PSInput {
float4 v_color : COLOR0;
float2 v_uv : TEXCOORD0;
};
struct PSOutput {
float4 o_color : SV_Target;
};
#include "common.frag.hlsli"
PSOutput main(PSInput input) {
PSOutput output;
output.o_color = GetOutputColor(float4(u_texture.Sample(u_sampler, input.v_uv).rgb, 1.0f)) * input.v_color;
return output;
}