//--name = sk/blit //--source = white Texture2D source : register(t0); SamplerState source_s : register(s0); cbuffer StereoKitBuffer : register(b1) { float4x4 sk_view [2]; float4x4 sk_proj [2]; float4x4 sk_proj_inv [2]; float4x4 sk_viewproj [2]; float4 sk_lighting_sh[9]; float4 sk_camera_pos [2]; float4 sk_camera_dir [2]; float4 sk_fingertip [2]; float4 sk_cubemap_i; float sk_time; uint sk_view_count; }; cbuffer TransformBuffer : register(b2) { float sk_width; float sk_height; float sk_pixel_width; float sk_pixel_height; }; struct vsIn { float4 pos : SV_Position; float3 norm : NORMAL0; float2 uv : TEXCOORD0; float4 col : COLOR0; }; struct psIn { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; psIn vs(vsIn input) { psIn o; o.pos = input.pos; o.uv = input.uv; return o; } float4 ps(psIn input) : SV_TARGET{ return source.Sample(source_s, input.uv); }