struct VsOutput { float4 pos: SV_Position; float2 uv: TEXCOORD0; }; Texture2D t_Tex; SamplerState t_Tex_; VsOutput Vertex(float2 pos : a_Pos, float2 uv : a_Uv) { VsOutput output = { float4(pos, 0.0, 1.0), uv, }; return output; } float4 Pixel(VsOutput pin) : SV_Target { return t_Tex.Sample(t_Tex_, pin.uv); }