// // RT64 // Texture2D gTexture : register(t1); SamplerState gSampler : register(s2); float4 PSMain(in float4 pos : SV_Position, in float2 uv : TEXCOORD) : SV_TARGET { float4 result = float4(gTexture.SampleLevel(gSampler, uv, 0).rgb, 1.0f); return result; }