// If using a texture instead, define: #include "common/model_pixel.hlsl" Texture2D diffuse : register(t0, space2); SamplerState smp : register(s0, space2); float4 main(PSInput input) : SV_TARGET { float4 color = diffuse.Sample(smp, input.uv); return float4(color.rgb*input.gouraud, 1.0); }