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uniform float u1 : register(b2);
uniform SamplerState s1 : register(s5);
uniform SamplerState s1a[3] : register(s6);
uniform Texture1D t1 : register(t15);
uniform Texture1D t1a[3] : register(t16);
cbuffer cbuff1 : register(b2) {
float4 c1_a;
int c1_b;
float c1_c;
};
cbuffer cbuff2 : register(b3) {
float4 c2_a;
int c2_b;
float c2_c;
};
struct PS_OUTPUT
{
float4 Color : Sv_Target0;
};
void main(out PS_OUTPUT psout)
{
psout.Color =
t1.Sample(s1, 0.3) +
t1a[0].Sample(s1a[0], 0.3) +
c1_a + c1_b + c1_c +
c2_a + c2_b + c2_c;
}