1.FillColor.hlsl
float4 FillColorPS(in noperspective float4 Position : SV_Position,
in noperspective float2 UV : TEXCOORD) : SV_Target0
{
return float4(1.f,0.f,1.f,1.f);
}
2.FullScreenTriangle.hlsl
struct VSOutput{
noperspective float4 Position : SV_Position;
noperspective float2 UV : TEXTCOORD;
};
VSOutput FullScreenTriangle(in uint VertexIdx : SV_VertexID)
{
VSOutput output;
output.Position = float4(0, 0, 0, 1);
return output;
};