| Texture2D u_texture : register(t0, space2); | |
| SamplerState u_sampler : register(s0, space2); | |
| struct PSInput { | |
| float4 v_color : COLOR0; | |
| float2 v_uv : TEXCOORD0; | |
| }; | |
| struct PSOutput { | |
| float4 o_color : SV_Target; | |
| }; | |
| PSOutput main(PSInput input) { | |
| PSOutput output; | |
| float4 color = u_texture.Sample(u_sampler, input.v_uv) * input.v_color; | |
| float gray = color.r * 0.2126 + color.g * 0.7152 + color.r * 0.722; | |
| output.o_color = float4(gray, gray, gray, color.a); | |
| return output; | |
| } |