Sunshine/src_assets/windows/assets/shaders/directx/ScenePS_NW.hlsl
ns6089 4094fef67a Bind constant buffers where you define them
And remove possible slot collisions.
2023-09-05 21:32:37 -05:00

23 lines
387 B
HLSL

Texture2D image : register(t0);
SamplerState def_sampler : register(s0);
struct PS_INPUT
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
cbuffer SdrScaling : register(b1) {
float scale_factor;
};
float4 main_ps(PS_INPUT frag_in) : SV_Target
{
float4 rgba = image.Sample(def_sampler, frag_in.tex, 0);
rgba.rgb = rgba.rgb * scale_factor;
return rgba;
}