Texture2D Texture : register(t0, space2); SamplerState Sampler : register(s0, space2); // NOTE: Seems like TEXCOORD0 is getting optimized out and TEXCOORD1 is taking its spot // Might need to fix when later versions of SDL_shadercross preserve unused bindings float4 main(float4 Color : TEXCOORD0, float2 TexCoord : TEXCOORD1) : SV_Target0 { return Color * Texture.Sample(Sampler, TexCoord); }