// cbuffer buffer0 : register(b0) { float4x4 ProjectionMatrix; }; sampler sampler0 : register(s0); Texture2D texture0 : register(t0); struct VS_INPUT { float2 pos : POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; struct PS_INPUT { float4 pos : SV_POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; PS_INPUT vs(VS_INPUT input) { PS_INPUT output; output.pos = mul(ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f)); output.col = input.col; output.uv = input.uv; return output; } float4 ps(PS_INPUT input) : SV_Target { return input.col * texture0.Sample(sampler0, input.uv); }