Texture2D Texture : register(t0); SamplerState Linear : register(s0); float4 main(in float4 oPosition : SV_Position, in float4 oColor : COLOR, in float3 oTexCoord0 : TEXCOORD0) : SV_Target { float3 Result = Texture.SampleLevel(Linear, oTexCoord0.xy, 0.0).rgb; return float4(Result.r * oColor.r, Result.g * oColor.g, Result.b * oColor.b, 1.0); }