p :: properties {
	texture : Texture2D;
	sampler : Sampler;
}

PS_Input :: struct {
	uv  : float2 @uv;
	pos : float4 @position;
}

vertex main :: (pos : float4 @position, uv : float2 @uv) -> PS_Input {
	result : PS_Input;

	result.uv = uv;
	result.pos = pos;

	return result;
}

pixel main :: (input : PS_Input) -> float4 @target {
	color : float4 = sample(p.texture, input.uv, p.sampler);
	return color;
}
