SamplerState g_samLinear { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; uniform Texture2D ssao; uniform Texture2D scene; float4 Modulate_fp ( float4 position : SV_POSITION, float2 uv: TEXCOORD0 ) : SV_Target { float4 oColor0 = float4((scene.Sample(g_samLinear, uv) * ssao.Sample(g_samLinear, uv)).rgb, 1.0); return oColor0; }