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;
31 float4 txval10 = g_tTex1df4 . Sample(g_sSamp, 0.1, 1);
32 int4 txval11 = g_tTex1di4 . Sample(g_sSamp, 0.2, 1);
33 uint4 txval12 = g_tTex1du4 . Sample(g_sSamp, 0.3, 1);
35 float4 txval20 = g_tTex2df4 . Sample(g_sSamp, float2(0.1, 0.2), int2(1,0));
36 int4 txval21 = g_tTex2di4 . Sample(g_sSamp, float2(0.3, 0.4), int2(1,1));
37 uint4 txval22 = g_tTex2du4 . Sample(g_sSamp, float2(0.5, 0.6), int2(1,-1));
39 float4 txval30 = g_tTex3df4 . Sample(g_sSamp, float3(0.1, 0.2, 0.3), int3(1,0,1));
40 int4 txval31 = g_tTex3di4 . Sample(g_sSamp, float3(0.4, 0.5, 0.6), int3(1,1,1));
41 uint4 txval32 = g_tTex3du4 . Sample(g_sSamp, float3(0.7, 0.8, 0.9), int3(1,0,-1));
43 // There are no offset forms of cube textures, so we do not test them.