struct FxaaTex { SamplerState smpl; Texture2D tex; float f; }; SamplerState g_tInputTexture_sampler; Texture2D g_tInputTexture; float4 lookUp(FxaaTex tex) { return tex.tex.Sample(tex.smpl, float2(tex.f, tex.f)); } float4 main() : SV_TARGET0 { FxaaTex tex = { g_tInputTexture_sampler, g_tInputTexture, 0.5 }; return lookUp(tex); }