SamplerState g_sSamp : register(s0); Texture1D g_tTex1df1; Texture1D g_tTex1df2; Texture1D g_tTex1df3; Texture1D g_tTex1df4; struct PS_OUTPUT { float4 Color : SV_Target0; }; PS_OUTPUT main() { PS_OUTPUT psout; float txval10 = g_tTex1df1 . Sample(g_sSamp, 0.1); float2 txval11 = g_tTex1df2 . Sample(g_sSamp, 0.2); float3 txval12 = g_tTex1df3 . Sample(g_sSamp, 0.2); float4 txval13 = g_tTex1df4 . Sample(g_sSamp, 0.2); psout.Color = 1.0; return psout; }