1 SamplerState g_sSamp : register(s0);
3 Texture1DArray g_tTex1df4a : register(t1);
5 uniform Texture1DArray <float4> g_tTex1df4 : register(t0);
6 Texture1DArray <int4> g_tTex1di4a;
7 Texture1DArray <uint4> g_tTex1du4a;
9 Texture2DArray <float4> g_tTex2df4a;
10 Texture2DArray <int4> g_tTex2di4a;
11 Texture2DArray <uint4> g_tTex2du4a;
13 TextureCubeArray <float4> g_tTexcdf4a;
14 TextureCubeArray <int4> g_tTexcdi4a;
15 TextureCubeArray <uint4> g_tTexcdu4a;
19 float4 Color : SV_Target0;
20 float Depth : SV_Depth;
29 float4 txval20 = g_tTex2df4a . Gather(g_sSamp, float3(0.1, 0.2, 0.3));
30 int4 txval21 = g_tTex2di4a . Gather(g_sSamp, float3(0.3, 0.4, 0.5));
31 uint4 txval22 = g_tTex2du4a . Gather(g_sSamp, float3(0.5, 0.6, 0.7));
35 float4 txval40 = g_tTexcdf4a . Gather(g_sSamp, float4(0.1, 0.2, 0.3, 0.4));
36 int4 txval41 = g_tTexcdi4a . Gather(g_sSamp, float4(0.4, 0.5, 0.6, 0.7));
37 uint4 txval42 = g_tTexcdu4a . Gather(g_sSamp, float4(0.7, 0.8, 0.9, 1.0));