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Texture2D Texture : register(t0);
SamplerState Linear : register(s0);
float4 main(in float4 oPosition : SV_Position, in float4 oColor : COLOR,
in float3 oTexCoord0 : TEXCOORD0) : SV_Target
{
float3 Result = Texture.SampleLevel(Linear, oTexCoord0.xy, 0.0).rgb;
return float4(Result.r * oColor.r, Result.g * oColor.g, Result.b * oColor.b, 1.0);
}
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