michael@0: Texture2D Texture : register(t0); michael@0: SamplerState Sampler : register(s0); michael@0: michael@0: void VS_Passthrough( in float2 inPosition : POSITION, in float2 inTexCoord : TEXCOORD0, michael@0: out float4 outPosition : SV_POSITION, out float2 outTexCoord : TEXCOORD0) michael@0: { michael@0: outPosition = float4(inPosition, 0.0f, 1.0f); michael@0: outTexCoord = inTexCoord; michael@0: } michael@0: michael@0: float4 PS_PassthroughRGBA(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 michael@0: { michael@0: return Texture.Sample(Sampler, inTexCoord).rgba; michael@0: } michael@0: michael@0: float4 PS_PassthroughRGB(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 michael@0: { michael@0: return float4(Texture.Sample(Sampler, inTexCoord).rgb, 1.0f); michael@0: } michael@0: michael@0: float4 PS_PassthroughLum(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 michael@0: { michael@0: return float4(Texture.Sample(Sampler, inTexCoord).rrr, 1.0f); michael@0: } michael@0: michael@0: float4 PS_PassthroughLumAlpha(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 michael@0: { michael@0: return Texture.Sample(Sampler, inTexCoord).rrra; michael@0: }