[input layout] 0 r32g32-float position 0 r32-float color 0 0 r32-float color 1 0 r32-float texcoord 0 0 r32-float texcoord 1 0 r32-float texcoord 2 0 r32-float texcoord 3 0 r32-float texcoord 4 0 r32-float texcoord 5 0 r32-float texcoord 6 0 r32-float texcoord 7 [vb 0] -1.0 -1.0 0.5 0.6 0.1 0.2 0.3 0.4 0.05 0.06 0.07 0.08 -1.0 1.0 0.5 0.6 0.1 0.2 0.3 0.4 0.05 0.06 0.07 0.08 1.0 -1.0 0.5 0.6 0.1 0.2 0.3 0.4 0.05 0.06 0.07 0.08 1.0 1.0 0.5 0.6 0.1 0.2 0.3 0.4 0.05 0.06 0.07 0.08 [vertex shader] void main(float4 pos : position, inout float color[2] : color, inout float texcoord[8] : texcoord, out float4 out_pos : sv_position) { out_pos = pos; } [pixel shader] float4 main(float color[2] : color, float texcoord[8] : texcoord) : sv_target { return float4(texcoord[0], texcoord[1], texcoord[2], texcoord[3]) + float4(texcoord[4], texcoord[5], texcoord[6], texcoord[7]) + float4(color[0], color[1], 0, 0); } [test] todo(msl & sm>=6) draw triangle strip 4 probe (0,0) f32(.65, .86, .37, .48) 1