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SamplerState gSampler : register(s1, space0);
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Texture2D<float4> gTexture : register(t0, space1);
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void PSMain(
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in float4 iColor : COLOR,
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in float2 iUV : TEXCOORD,
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out float4 oColor : SV_TARGET
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)
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{
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oColor = gTexture.SampleLevel(gSampler, iUV, 0) * iColor;
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}
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