// Copyright 2020 Google LLC Texture2D textureColorMap : register(t1); SamplerState samplerColorMap : register(s1); struct VSOutput { [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float3 Color : COLOR0; [[vk::location(2)]] float2 UV : TEXCOORD0; }; float4 main(VSOutput input) : SV_TARGET { return textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0); }