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struct VSOut { float4 position : SV_Position; float2 texcoord: TexCoord; }; cbuffer globalParams { float2 screenSize; float elapsedTime; int captureState; } Texture2D txDiffuse; SamplerState samLinear; SamplerState samLinearWrap; // This should move to a centralized file but not appropriate to make that change now. #ifndef NV_COMMON #define NV_COMMON #define CAPTURE_STATE_NOT_STARTED 0 #define CAPTURE_STATE_REGULAR 1 #define CAPTURE_STATE_REGULARSTEREO 2 #define CAPTURE_STATE_HIGHRES 3 #define CAPTURE_STATE_360 4 #define CAPTURE_STATE_360STEREO 5 #endif float4 PS_Hudless( VSOut frag ): SV_Target { float2 uv = frag.texcoord; float4 color = txDiffuse.Sample(samLinear, frag.texcoord); return color; }