SamplerState g_sampler : register(s1, space0); Texture2D g_texture : register(t2, space0); struct VertexInput { float4 position : SV_POSITION; float2 texCoord: TEXCOORD0; float4 color: COLOR; }; float4 main(VertexInput input) : SV_Target0 { return input.color * g_texture.Sample(g_sampler, input.texCoord); }