SamplerState gSampler : register(s1, space0); Texture2D gTexture : register(t0, space1); void PSMain( in float4 iColor : COLOR, in float2 iUV : TEXCOORD, out float4 oColor : SV_TARGET ) { oColor = gTexture.SampleLevel(gSampler, iUV, 0) * iColor; }