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struct PSIn
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{
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float2 coord : TEXCOORD0;
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};
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struct PSOut
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{
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float4 color : SV_Target;
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};
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Texture2D tex : register(t0);
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SamplerState samp : register(s0);
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PSOut quad_ps_main(PSIn input)
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{
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PSOut output;
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output.color = tex.Sample(samp, input.coord);
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return output;
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}
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