1 SamplerState g_sSamp : register(s0);
3 Texture1DArray g_tTex1df4a : register(t1);
5 uniform Texture1DArray <float4> g_tTex1df4 : register(t0);
6 Texture1DArray <int4> g_tTex1di4;
7 Texture1DArray <uint4> g_tTex1du4;
9 Texture2DArray <float4> g_tTex2df4;
10 Texture2DArray <int4> g_tTex2di4;
11 Texture2DArray <uint4> g_tTex2du4;
15 float4 Color : SV_Target0;
16 float Depth : SV_Depth;
25 float4 txval20 = g_tTex2df4 . Gather(g_sSamp, float3(0.1, 0.2, 0.3), int2(1,0));
26 int4 txval21 = g_tTex2di4 . Gather(g_sSamp, float3(0.3, 0.4, 0.4), int2(1,1));
27 uint4 txval22 = g_tTex2du4 . Gather(g_sSamp, float3(0.5, 0.6, 0.7), int2(1,-1));
30 // No Cube offset gathers