That pixel shader looks a fair bit more complicated than it needs to be. The texcoord input in particular doesn't seem to add much, but ultimately I think we could just do the following?
```hlsl [pixel shader] float4 main(bool front : sv_isfrontface) : sv_target { return front ? float4(1.0f, 2.0f, 1.0f, 2.0f) : float4(0.0f, 1.0f, 0.0f, 1.0f); } ```
It may also be less total code to add "draw quad cw" and "draw quad ccw" statements to the shader runner, instead of using an explicit input layout, vertex buffer, and vertex shader here.