uniform SamplerState Sampler : register(s0); uniform Texture2D Texture : register(t0); void blitvs(in float4 pos0 : TEXCOORD0, in float2 tex0 : TEXCOORD1, out float4 gl_Position : SV_POSITION, out float2 coord : TEXCOORD0) { coord = tex0; gl_Position = pos0 * float4(1.0, -1.0, 1.0, 1.0); } float4 blitps(in float4 gl_Position : SV_POSITION, in float2 coord : TEXCOORD0) : SV_TARGET0 { return Texture.Sample(Sampler, coord); }