// Samples the input texture and outputs the color directly. Texture2D SourceTexture : register(t0); SamplerState PointSampler : register(s0); struct PS_INPUT { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; float4 psMain(PS_INPUT input) : SV_Target { return SourceTexture.Sample(PointSampler, input.uv); }