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struct VSInput
{
float4 position : POSITION;
float2 coord : TEXCOORD0;
};
cbuffer ConstantBuffer : register(b0)
{
float4x4 mvp;
float opacity;
};
struct PSInput
{
float4 position : SV_POSITION;
float2 coord : TEXCOORD0;
};
Texture2D tex : register(t0);
SamplerState samp : register(s0);
PSInput VS_Texture(VSInput input)
{
PSInput result;
result.position = mul(mvp, input.position);
result.coord = input.coord;
return result;
}
float4 PS_Texture(PSInput input) : SV_TARGET
{
return tex.Sample(samp, input.coord) * opacity;
}
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