struct Vertex { float4 pos : POSITION; float4 texcoord : TEXCOORD0; }; struct VSOut { float4 pos : SV_POSITION; float4 texcoord : TEXCOORD0; }; VSOut MainVS(Vertex v) { VSOut o; o.pos = v.pos; o.texcoord = v.texcoord; return o; } Texture2D T_DiffuseTexture : register(t0); SamplerState samplerState : register(s0); float4 MainPS(VSOut i) : SV_TARGET { return T_DiffuseTexture.Sample(samplerState, i.texcoord.xy); }