cbuffer ParamConstants : register(b0) { float4 Color; } struct vsOutput { float4 position : SV_POSITION; float2 texCoord : TEXCOORD; }; Texture2D inputTexture : register(t0); sampler texSampler : register(s0); float4 psMain(vsOutput input) : SV_TARGET { float4 f = inputTexture.Sample(texSampler, input.texCoord); return float4(1,1,1,1) * Color *f; }