SamplerState g_tSamp : register(s0); Texture2D g_tScene[2] : register(t0); struct PS_OUTPUT { float4 Color : SV_Target0; }; void main(out PS_OUTPUT psout) { psout.Color = g_tScene[0].Sample(g_tSamp, 0.3) + g_tScene[1].Sample(g_tSamp, 0.3); }