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path: root/LibOVR/Src/CAPI/Shaders/Distortion_ps.psh
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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);
}