#include "ShaderConstants.fxh"
struct PS_Input
{
	float4 position : SV_Position;
};
struct PS_Output
{
float4 color : SV_Target;
#ifdef FORCE_DEPTH_ZERO
float depth : SV_Depth;
#endif
};
ROOT_SIGNATURE
void main(in PS_Input PSInput, out PS_Output PSOutput)
{
PSOutput.color = float4(100.0,100.0,100.0,100.0);
#ifdef FORCE_DEPTH_ZERO
	PSOutput.depth = 10.0;
#endif
}