| /* |
| * Copyright 2020 Google LLC |
| * |
| */ |
| |
| /* |
| * Copyright (c) 2020, Alliance for Open Media. All rights reserved |
| * |
| * This source code is subject to the terms of the BSD 2 Clause License and |
| * the Alliance for Open Media Patent License 1.0. If the BSD 2 Clause License |
| * was not distributed with this source code in the LICENSE file, you can |
| * obtain it at www.aomedia.org/license/software. If the Alliance for Open |
| * Media Patent License 1.0 was not distributed with this source code in the |
| * PATENTS file, you can obtain it at www.aomedia.org/license/patent. |
| */ |
| |
| // Per-vertex data used as input to the vertex shader. |
| |
| struct PSInput { |
| float4 position : SV_POSITION; |
| float2 uv : TEXCOORD; |
| // float4 color : COLOR; |
| }; |
| |
| PSInput main(float4 position : POSITION, float2 uv : TEXCOORD) { |
| PSInput result; |
| |
| result.position = position; |
| result.uv = uv; |
| |
| return result; |
| } |