text: Texture2D<float4> tex : register(t0);
  sampler smp : register(s0);
  
  struct VOut
  {
  	float4 position : SV_Position;
  	float4 color : COLOR0;
  	float2 uv : TEXCOORD0;
  };
  
  VOut VShader(float2 position : POSITION, float4 color : COLOR0, float2 uv : TEXCOORD0)
  {
  	VOut output;
  	output.position = float4(position, 0.0, 1.0);
  	output.color = color;
  	output.uv = uv;
  	return output;
  }
  
  float4 PShader(VOut vout) : SV_Target0
  {
  	return vout.color * tex.Sample(smp, vout.uv);
  }
  