#define SRC(...) #__VA_ARGS__ SRC( struct UBO { float4x4 modelViewProj; float2 Outputsize; float time; }; uniform UBO global; struct PSInput { float4 position : SV_POSITION; float2 texcoord : TEXCOORD0; float4 color : COLOR; }; PSInput VSMain(float4 position : POSITION, float2 texcoord : TEXCOORD0, float4 color : COLOR) { PSInput result; result.position = mul(global.modelViewProj, position); result.texcoord = texcoord; result.color = color; return result; } uniform sampler s0; uniform Texture2D t0; float4 PSMain(PSInput input) : SV_TARGET { return input.color * t0.Sample(s0, input.texcoord); }; )