struct FS_Input { float2 UV0 : TEXCOORD0; }; struct FS_Output { float4 ColorTarget : SV_Target0; }; [[vk::binding(1, 0)]] Texture2D Texture; [[vk::binding(1, 0)]] SamplerState Sampler; FS_Output main(FS_Input StageInput) { FS_Output output; output.ColorTarget = float4(Texture.Sample(Sampler, StageInput.UV0).rgb, 1.0); return output; }