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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;
}
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