cbuffer ConstantBuffer : register(b0) { float4x4 qt_Matrix; float qt_Opacity; }; struct PSInput { float4 position : SV_POSITION; float2 coord : TEXCOORD0; }; Texture2D source : register(t0); SamplerState sourceSampler : register(s0); PSInput VS_DefaultShaderEffect(float4 position : POSITION, float2 coord : TEXCOORD0) { PSInput result; result.position = mul(qt_Matrix, position); result.coord = coord; return result; } float4 PS_DefaultShaderEffect(PSInput input) : SV_TARGET { return source.Sample(sourceSampler, input.coord) * qt_Opacity; }