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; }