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; }