#include "common.h" struct Appdata { float4 p : POSITION; float2 uv : TEXCOORD0; }; struct VertexOutput { float4 p : POSITION; float2 uv : TEXCOORD0; }; float4 convertPosition(float4 p, float scale) { return p; } float2 convertUv(float4 p) { return p.xy * 0.5 + 0.5; } VertexOutput msaaComposit_vs(Appdata IN) { float2 uv = convertUv(IN.p); VertexOutput OUT; OUT.p = convertPosition(IN.p, 1); OUT.uv = uv; return OUT; } float4 msaaComposit_ps(float2 uv : TEXCOORD0, uniform sampler2D colorMap: register(s0)): COLOR0 { return tex2D(colorMap, uv); }