cbuffer ParamConstants : register(b1) { float4 Color; } struct Output { float4 position : SV_POSITION; float2 texCoord : TEXCOORD; float4 color : COLOR; }; Texture2D inputTexture : register(t0); sampler texSampler : register(s0); float4 psMain(Output input) : SV_TARGET { float4 texColor = inputTexture.Sample(texSampler, input.texCoord); return texColor * input.color; }