struct Input { float4 Color : TEXCOORD0; float2 UV : TEXCOORD1; }; #include "RootConstants.hlsl" float4 main(Input input) : SV_Target0 { Texture2D tex = ResourceDescriptorHeap[TextureIndex]; SamplerState samp = SamplerDescriptorHeap[0]; return input.Color * tex.Sample(samp, input.UV); }