cbuffer cbuff : register(b4) { float4 clear_colour; }; SamplerState screen_sampler_s : register(s0); Texture2D screen_texture : register(t0); float4 PS_ScreenSpace(float4 v0 : SV_POSITION, float2 v1 : TEXCOORD0) : SV_TARGET { float4 o0; o0.xyzw = screen_texture.Sample(screen_sampler_s, v1.xy).xyzw; return o0; } float4 PS_ScreenClear(float4 v0 : SV_POSITION) : SV_TARGET { float4 o0; o0.xyzw = clear_colour.xyzw; return o0; }