| Texture2D theTexture : register(t0); |
| SamplerState theSampler : register(s0); |
| |
| struct PixelShaderInput |
| { |
| float4 pos : SV_POSITION; |
| float2 tex : TEXCOORD0; |
| float4 color : COLOR0; |
| }; |
| |
| #define TextureRS \ |
| "RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \ |
| " DENY_DOMAIN_SHADER_ROOT_ACCESS |" \ |
| " DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \ |
| " DENY_HULL_SHADER_ROOT_ACCESS )," \ |
| "RootConstants(num32BitConstants=32, b0),"\ |
| "DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\ |
| "DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )" |
| |
| [RootSignature(TextureRS)] |
| float4 main(PixelShaderInput input) : SV_TARGET |
| { |
| return theTexture.Sample(theSampler, input.tex) * input.color; |
| } |