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HLSL
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2025-10-28 13:40:25 +08:00
Texture2D cursor : register(t0);
SamplerState def_sampler : register(s0);
#include "include/base_vs_types.hlsl"
float4 main_ps(vertex_t input) : SV_Target
{
return cursor.Sample(def_sampler, input.tex_coord, 0);
}