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文件
2026-07-13 13:13:17 +08:00

20 行
382 B
HLSL

cbuffer ParamConstants : register(b0)
{
float4 Color;
}
struct vsOutput
{
float4 position : SV_POSITION;
float2 texCoord : TEXCOORD;
};
Texture2D<float4> inputTexture : register(t0);
sampler texSampler : register(s0);
float4 psMain(vsOutput input) : SV_TARGET
{
float4 f = inputTexture.Sample(texSampler, input.texCoord);
return float4(1,1,1,1) * Color *f;
}