| uniform float u1 : register(b2); | |
| uniform SamplerState s1 : register(s5); | |
| uniform SamplerState s1a[3] : register(s6); | |
| uniform Texture1D t1 : register(t15); | |
| uniform Texture1D t1a[3] : register(t16); | |
| cbuffer cbuff1 : register(b2) { | |
| float4 c1_a; | |
| int c1_b; | |
| float c1_c; | |
| }; | |
| cbuffer cbuff2 : register(b3) { | |
| float4 c2_a; | |
| int c2_b; | |
| float c2_c; | |
| }; | |
| struct PS_OUTPUT | |
| { | |
| float4 Color : Sv_Target0; | |
| }; | |
| void main(out PS_OUTPUT psout) | |
| { | |
| psout.Color = | |
| t1.Sample(s1, 0.3) + | |
| t1a[0].Sample(s1a[0], 0.3) + | |
| c1_a + c1_b + c1_c + | |
| c2_a + c2_b + c2_c; | |
| } |