// Copyright 2020 Google LLC Texture2D textureColorMap : register(t0); SamplerState samplerColorMap : register(s0); Texture2D textureGradientRamp : register(t1); SamplerState samplerGradientRamp : register(s1); struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float4 Color : COLOR0; [[vk::location(1)]] float GradientPos : POSITION0; [[vk::location(2)]] float2 CenterPos : POSITION1; [[vk::location(3)]] float PointSize : TEXCOORD0; }; float4 main (VSOutput input) : SV_TARGET { float3 color = textureGradientRamp.Sample(samplerGradientRamp, float2(input.GradientPos, 0.0)).rgb; float2 PointCoord = (input.Pos.xy - input.CenterPos.xy) / input.PointSize + 0.5; return float4(textureColorMap.Sample(samplerColorMap, PointCoord).rgb * color, 1.0); }