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cell/shaders/model.frag.hlsl
2024-12-18 15:39:43 -06:00

16 lines
311 B
HLSL

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