DP-CustomResolution/CustomResolution2782/Shaders/Blit.hlsl

23 lines
505 B
HLSL

Texture2D<float4> inputTexture : register(t0);
SamplerState TextureSampler;
struct VSOutput
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD;
};
VSOutput vs(uint id : SV_VertexID)
{
VSOutput output;
float2 uv = float2((id << 1) & 2, id & 2);
output.pos = float4(uv * 2 - 1, 0, 1);
output.uv = uv * float2(1, -1) + float2(0, 1);
return output;
}
float4 ps(VSOutput input) : SV_Target
{
float4 color = inputTexture.Sample(TextureSampler, input.uv);
return color;
}