SamplerState g_samLinear { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; uniform Texture2D mrt2; float4 ShowViewPos_fp ( float4 position : SV_POSITION, in float2 iTexCoord : TEXCOORD0 ) : SV_Target { float4 oColor0 = float4(mrt2.Sample(g_samLinear, iTexCoord).xyz * float3(0.1, 0.1, -0.01), 1.0); return oColor0; }