Zelda64Recomp/shaders/InterfacePS.hlsl

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HLSL
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SamplerState gSampler : register(s1, space0);
Texture2D<float4> gTexture : register(t2, space1);
void PSMain(
in float4 iColor : COLOR,
in float2 iUV : TEXCOORD,
out float4 oColor : SV_TARGET
)
{
oColor = gTexture.SampleLevel(gSampler, iUV, 0) * iColor;
}