SamplerState g_sSamp : register(s1);
Texture1D <float4> g_tTex1df4 : register(t0);
SamplerState g_sSamp2_amb;
uniform float floatval_amb;
Buffer<float> floatbuff;
float4 main() : SV_Target0
{
g_sSamp2_amb;
return 0;
}