16 lines
311 B
HLSL
16 lines
311 B
HLSL
// If using a texture instead, define:
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Texture2D diffuse : register(t0, space2);
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SamplerState smp : register(s0, space2);
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struct PSInput
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{
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 normal : NORMAL;
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};
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float4 main(PSInput input) : SV_TARGET
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{
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return float4(input.uv,1,1);
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}
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