Texture2D tex : register(t0, space2); SamplerState samp : register(s0, space2); struct PSInput { float4 color : TEXCOORD0; float2 tex_coord : TEXCOORD1; }; struct PSOutput { float4 color : SV_Target; }; PSOutput main(PSInput input) { PSOutput output; output.color = input.color * tex.Sample(samp, input.tex_coord); return output; }