1 SamplerState g_sSamp : register(s0);
2 SamplerComparisonState g_sSampCmp : register(s1);
4 uniform Texture1D <float4> g_tTex : register(t3);
6 float4 main() : SV_Target0
8 // This texture is used with both shadow modes. It will need post-compilation
10 g_tTex.SampleCmp(g_sSampCmp, 0.1, 0.75);
11 g_tTex.Sample(g_sSamp, 0.1);