cbuffer Base : register(b4) { float2 uResolution; }; cbuffer Data : register(b10) { float4 uColor; }; Texture2D gm_BaseTextureObject : register(t0); SamplerState gm_BaseTexture : register(s0); struct VertexShaderOutput { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; struct PixelShaderOutput { float4 color : SV_TARGET0; }; void main(in VertexShaderOutput _input, out PixelShaderOutput output) { VertexShaderOutput input = _input; output.color = uColor; }