SamplerState g_samLinear { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; uniform Texture2D mrt1; float4 ShowNormals_fp ( float4 position : SV_POSITION, in float2 iTexCoord : TEXCOORD0 ) : SV_Target { float4 oColor0 = float4(mrt1.Sample(g_samLinear, iTexCoord).xyz / 2 + 0.5, 1.0); return oColor0; }