1 SamplerState g_sSamp : register(s0);
2 uniform sampler2D g_sSamp2d;
4 Texture1D g_tTex1df4a : register(t1);
6 uniform Texture1D <float4> g_tTex1df4 : register(t0);
7 Texture1D <int4> g_tTex1di4;
8 Texture1D <uint4> g_tTex1du4;
10 Texture2D <float4> g_tTex2df4;
11 Texture2D <int4> g_tTex2di4;
12 Texture2D <uint4> g_tTex2du4;
14 Texture3D <float4> g_tTex3df4;
15 Texture3D <int4> g_tTex3di4;
16 Texture3D <uint4> g_tTex3du4;
18 TextureCube <float4> g_tTexcdf4;
19 TextureCube <int4> g_tTexcdi4;
20 TextureCube <uint4> g_tTexcdu4;
24 float4 Pos : SV_Position;
33 float4 txval20 = g_tTex2df4 . Gather(g_sSamp, float2(0.1, 0.2));
34 int4 txval21 = g_tTex2di4 . Gather(g_sSamp, float2(0.3, 0.4));
35 uint4 txval22 = g_tTex2du4 . Gather(g_sSamp, float2(0.5, 0.6));
39 float4 txval40 = g_tTexcdf4 . Gather(g_sSamp, float3(0.1, 0.2, 0.3));
40 int4 txval41 = g_tTexcdi4 . Gather(g_sSamp, float3(0.4, 0.5, 0.6));
41 uint4 txval42 = g_tTexcdu4 . Gather(g_sSamp, float3(0.7, 0.8, 0.9));
43 vsout.Pos = float4(0,0,0,0);