Texture2D Texture0;
SamplerState TextureSampler
{
    Filter = MIN_MAG_MIP_LINEAR;
    AddressU = Wrap;
    AddressV = Wrap;
};
float4 main(void) : SV_Target
{
    return Texture0.Sample(TextureSampler, float2(0.5f, 0.5f) ).rrrr;
}
