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SamplerState g_samp;
Texture1D g_tex;
struct tex_t {
SamplerState samp;
Texture1D tex;
int nonopaque_thing;
};
struct tex_with_arrays_t {
SamplerState samp[2];
Texture1D tex[2];
int nonopaque_thing;
};
uniform tex_t g_texdata;
uniform tex_t g_texdata_array[3];
uniform tex_with_arrays_t g_texdata_array2[3];
struct PS_OUTPUT { float4 color : SV_Target0; };
void main(out PS_OUTPUT ps_output)
{
ps_output.color =
g_texdata.tex.Sample(g_texdata.samp, 0.5) +
g_texdata_array[1].tex.Sample(g_texdata_array[1].samp, 0.4) +
g_texdata_array2[1].tex[0].Sample(g_texdata_array2[1].samp[0], 0.3);
}