#include "../Includes/Common.hlsl" SamplerState BlitSampler_s : register(s0); Texture2D BlitTexture : register(t0); void main( float2 v0 : TEXCOORD0, float4 v1 : SV_POSITION0, out float4 o0 : SV_Target0) { o0.rgba = BlitTexture.Sample(BlitSampler_s, v0.xy).rgba; // Note: we could do paper white scaling here and apply gamma correction etc (by enabling "EARLY_DISPLAY_ENCODING"), // which would allow the final shader to be skipped, though ultimately it seems more complicated than not. }