// SPDX-FileCopyrightText: 2002-2023 PCSX2 Dev Team // SPDX-License-Identifier: LGPL-3.0+ cbuffer vertexBuffer : register(b0) { float4x4 ProjectionMatrix; }; 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_main(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; } sampler sampler0 : register(s0); Texture2D texture0 : register(t0); float4 ps_main(PS_INPUT input) : SV_Target { float4 out_col = input.col * texture0.Sample(sampler0, input.uv); return out_col; }