struct PSInput
{
    linear           float4 color0 : COLOR0;
    centroid         float4 color1 : COLOR1;
    nointerpolation  float4 color2 : COLOR2;
    noperspective    float4 color3 : COLOR3;
    sample           float4 color4 : COLOR4;
};

float4 PSMain(PSInput input) : SV_TARGET
{
    return input.color0 *
           input.color1 *
           input.color2 *
           input.color3 *
           input.color4;
}
