[require] shader model >= 4.0 shader model < 6.0 [effect] struct s { Texture t; float4 f; }; [effect fail] struct s { Texture t; float4 f; }; s var; [effect] Texture t1; Texture1D t2; Texture1DArray t3; Texture2D t4; Texture2DArray t5; Texture2DMS t6; Texture2DMSArray t7; Texture3D t8; TextureCube t9; TextureCubeArray t10; SamplerState sampler1 { Texture = t1; }; SamplerState sampler2 { Texture = t2; }; SamplerState sampler3 { Texture = t3; }; SamplerState sampler4 { Texture = t4; }; SamplerState sampler5 { Texture = t5; }; SamplerState sampler6 { Texture = t6; }; SamplerState sampler7 { Texture = t7; }; SamplerState sampler8 { Texture = t8; }; SamplerState sampler9 { Texture = t9; }; SamplerState sampler10 { Texture = t10; }; [effect] BlendState bs { BlendEnable[7] = true; BlendEnable[6] = false; BlendEnable[5] = fAlse; RenderTargetWriteMask[2] = 0x12; SrcBlend = one; DestBlend = zero; BlendOp = min; SrcBlendAlpha = dest_color; DestBlendAlpha = src1_alpha; BlendOpAlpha = add; }; [effect fail] BlendState bs { SrcBlend[0] = one; };