1 SamplerState g_sSamp : register(s0);
3 Texture2DMS <float4> g_tTex2dmsf4;
4 Texture2DMS <int4> g_tTex2dmsi4;
5 Texture2DMS <uint4> g_tTex2dmsu4;
7 Texture2DMSArray <float4> g_tTex2dmsf4a;
8 Texture2DMSArray <int4> g_tTex2dmsi4a;
9 Texture2DMSArray <uint4> g_tTex2dmsu4a;
13 float4 Color : SV_Target0;
14 float Depth : SV_Depth;
32 g_tTex2dmsf4.Load(c2, 3);
33 g_tTex2dmsi4.Load(c2, 3);
34 g_tTex2dmsu4.Load(c2, 3);
37 g_tTex2dmsf4.Load(c2, 3, getOffset());
38 g_tTex2dmsi4.Load(c2, 3, getOffset());
39 g_tTex2dmsu4.Load(c2, 3, getOffset());
41 // 2DMSArray, no offset
42 g_tTex2dmsf4a.Load(c3, 3);
43 g_tTex2dmsi4a.Load(c3, 3);
44 g_tTex2dmsu4a.Load(c3, 3);
47 g_tTex2dmsf4a.Load(c3, 3, getOffset());
48 g_tTex2dmsi4a.Load(c3, 3, getOffset());
49 g_tTex2dmsu4a.Load(c3, 3, getOffset());