[require] shader model >= 4.0 [input layout] 0 r32g32 float SV_POSITION 0 r32g32 float TEXCOORD 0 0 r32 float TEXCOORD 1 1 r32 uint TEXCOORD 2 1 r32 uint TEXCOORD 3 0 r32 float TEXCOORD 4 [vertex buffer 0] -1.0 -1.0 3.0 5.0 5.0 7.0 -1.0 1.0 3.0 5.0 5.0 7.0 1.0 -1.0 3.0 5.0 5.0 7.0 1.0 1.0 3.0 5.0 5.0 7.0 [vertex buffer 1] format r32 uint 2 6 2 6 2 6 2 6 [vertex shader] struct vertex { float4 position : SV_Position; float2 t0 : TEXCOORD0; nointerpolation float t1 : TEXCOORD1; uint t2 : TEXCOORD2; uint t3 : TEXCOORD3; float t4 : TEXCOORD4; }; void main(in vertex vin, out vertex vout) { vout = vin; } [pixel shader] void main(float4 position : SV_Position, float2 t0 : TEXCOORD0, nointerpolation float t1 : TEXCOORD1, uint t2 : TEXCOORD2, uint t3 : TEXCOORD3, float t4 : TEXCOORD4, out float4 o : SV_Target) { o.x = t0.y + t1; o.y = t2 + t3; o.z = t4; o.w = t0.x; } [test] draw triangle strip 4 probe all rgba (10.0, 8.0, 7.0, 3.0)