1 SamplerState g_sSamp : register(s0);
3 Texture1D g_tTex1df4a : register(t1);
5 uniform Texture1D <float4> g_tTex1df4 : register(t0);
6 Texture1D <int4> g_tTex1di4;
7 Texture1D <uint4> g_tTex1du4;
9 Texture2D <float4> g_tTex2df4;
10 Texture2D <int4> g_tTex2di4;
11 Texture2D <uint4> g_tTex2du4;
13 Texture3D <float4> g_tTex3df4;
14 Texture3D <int4> g_tTex3di4;
15 Texture3D <uint4> g_tTex3du4;
17 TextureCube <float4> g_tTexcdf4;
18 TextureCube <int4> g_tTexcdi4;
19 TextureCube <uint4> g_tTexcdu4;
23 float4 Color : SV_Target0;
24 float Depth : SV_Depth;
33 float4 txval20 = g_tTex2df4 . Gather(g_sSamp, float2(0.1, 0.2), int2(1,0));
34 int4 txval21 = g_tTex2di4 . Gather(g_sSamp, float2(0.3, 0.4), int2(1,1));
35 uint4 txval22 = g_tTex2du4 . Gather(g_sSamp, float2(0.5, 0.6), int2(1,-1));
38 // No Cube offset gathers