struct PixelShaderInput { float4 pos : SV_POSITION; float2 uv : COORDINATES; }; struct PixelShaderOutput { float4 color : SV_TARGET; }; [[vk::binding(0, 2)]] Texture2D tex1 : register(t0, space2); [[vk::binding(0, 2)]] SamplerState texture_sampler : register(s0, space2); [shader("pixel")] PixelShaderOutput main(PixelShaderInput input) { PixelShaderOutput output; #if 1 output.color = tex1.Sample(texture_sampler, float2(input.uv)); #else output.color = float4(1, 0, 1, 1); #endif return output; }