// AUTOGENERATED COPYRIGHT HEADER START // Copyright (C) 2018-2023 Michael Fabian 'Xaymar' Dirks // AUTOGENERATED COPYRIGHT HEADER END uniform float4x4 ViewProj; uniform texture2d image; uniform float2 imageTexel; uniform int level; sampler_state def_sampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct VertexData { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertexData VSDefault(VertexData vtx) { vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj); return vtx; } float4 PSDefault(VertexData vtx) : TARGET { return image.SampleLevel(def_sampler, vtx.uv, level); } technique Draw { pass { vertex_shader = VSDefault(vtx); pixel_shader = PSDefault(vtx); } }