RWBuffer <float4> g_tBuffF; RWBuffer <int4> g_tBuffI; RWBuffer <uint4> g_tBuffU; struct PS_OUTPUT { float4 Color : SV_Target0; }; uniform int c1; uniform int2 c2; uniform int3 c3; uniform int4 c4; uniform int o1; uniform int2 o2; uniform int3 o3; uniform int4 o4; PS_OUTPUT main() { PS_OUTPUT psout; g_tBuffF.Load(c1); g_tBuffU.Load(c1); g_tBuffI.Load(c1); psout.Color = 1.0; return psout; }