/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #include #include #include #include ShaderResourceGroup PassSrg : SRG_PerPass { Texture2D m_framebuffer; Sampler LinearSampler { MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; } PSOutput MainPS(VSOutput IN) { PSOutput OUT; OUT.m_color = PassSrg::m_framebuffer.Sample(PassSrg::LinearSampler, IN.m_texCoord); return OUT; }