#include "Defines.hlsli" cbuffer ExternalData : register(b0) { float4 tint; } // -------------------------------------------------------- // The entry point (main method) for our pixel shader // // - Input is the data coming down the pipeline (defined by the struct) // - Output is a single color (float4) // - Has a special semantic (SV_TARGET), which means // "put the output of this into the current render target" // - Named "main" because that's the default the shader compiler looks for // -------------------------------------------------------- float4 main(VertexToPixel input) : SV_TARGET { // Just return the tint // - This color (like most values passing through the rasterizer) is // interpolated for each pixel between the corresponding vertices // of the triangle we're rendering return tint; }