Texture2D cursor : register(t0); SamplerState def_sampler : register(s0); cbuffer normalize_white_cbuffer : register(b1) { float white_multiplier; }; #include "include/base_vs_types.hlsl" float4 main_ps(vertex_t input) : SV_Target { float4 output = cursor.Sample(def_sampler, input.tex_coord, 0); output.rgb = output.rgb * white_multiplier; return output; }