struct PS_INPUT { float4 pos : SV_POSITION; float4 col : COLOR0; float2 uv : TEXCOORD0; }; Texture2D FontTexture : register(t0); sampler FontSampler : register(s0); float4 FS(PS_INPUT input) : SV_Target { float4 out_col = input.col * FontTexture.Sample(FontSampler, input.uv); return out_col; }