struct PS_Input;

cbuffer __PROPERTIES : register(b0) 
{
}

Texture2D texture : register(t0);
Sampler sampler : register(s0);

struct PS_Input
{
    float2 uv;
    float4 pos : POSITION;
}

PS_Input vs_main(float4 pos : POSITION, float2 uv)
{
    PS_Input result;
    result.uv = uv;
    result.pos = pos;
    return result;
}

float4 ps_main(PS_Input input) : SV_TARGET
{
    float4 color = texture.sample(input.uv, sampler);
    return color;
}

