Texture2D Texture : register(t0); SamplerState TextureSampler : register(s0); struct VS_IN { float2 Position : POSITION; float2 TexCoord : TEXCOORD0; }; struct PS_IN { float4 Position : SV_POSITION; float2 TexCoord : TEXCOORD; }; PS_IN VS(VS_IN input) { PS_IN output; output.Position = float4(input.Position, 0, 1); output.TexCoord = input.TexCoord; return output; } float4 PS(PS_IN input) : SV_TARGET { float4 color = Texture.Sample(TextureSampler, input.TexCoord); return float4(pow(color.rgb, 1.0f / 2.2f), color.a); } #pragma Effect[VS = VS; PS = PS]