1 2uniform float u1 : register(b2); 3 4uniform SamplerState s1 : register(s5); 5uniform SamplerState s1a[3] : register(s6); 6 7uniform Texture1D t1 : register(t15); 8uniform Texture1D t1a[3] : register(t16); 9 10cbuffer cbuff1 : register(b2) { 11 float4 c1_a; 12 int c1_b; 13 float c1_c; 14}; 15 16cbuffer cbuff2 : register(b3) { 17 float4 c2_a; 18 int c2_b; 19 float c2_c; 20}; 21 22struct PS_OUTPUT 23{ 24 float4 Color : Sv_Target0; 25}; 26 27void main(out PS_OUTPUT psout) 28{ 29 psout.Color = 30 t1.Sample(s1, 0.3) + 31 t1a[0].Sample(s1a[0], 0.3) + 32 c1_a + c1_b + c1_c + 33 c2_a + c2_b + c2_c; 34} 35