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; | |
} |