| SamplerState g_tSamp : register(s0); | |
| Texture2D g_tScene[2] : register(t0); | |
| struct PS_OUTPUT | |
| { | |
| float4 Color : SV_Target0; | |
| }; | |
| void main(out PS_OUTPUT psout) | |
| { | |
| psout.Color = g_tScene[0].Sample(g_tSamp, float2(0.3,0.4)) + | |
| g_tScene[1].Sample(g_tSamp, float2(0.3,0.4)); | |
| } |