SamplerState g_sSamp : register(s0); Texture1DArray g_tTex1df4a : register(t1); uniform Texture1DArray g_tTex1df4 : register(t0); Texture1DArray g_tTex1di4a; Texture1DArray g_tTex1du4a; Texture2DArray g_tTex2df4a; Texture2DArray g_tTex2di4a; Texture2DArray g_tTex2du4a; TextureCubeArray g_tTexcdf4a; TextureCubeArray g_tTexcdi4a; TextureCubeArray g_tTexcdu4a; struct PS_OUTPUT { float4 Color : SV_Target0; float Depth : SV_Depth; }; PS_OUTPUT main() { PS_OUTPUT psout; // No 1D gathers float4 txval20 = g_tTex2df4a . Gather(g_sSamp, float3(0.1, 0.2, 0.3)); int4 txval21 = g_tTex2di4a . Gather(g_sSamp, float3(0.3, 0.4, 0.5)); uint4 txval22 = g_tTex2du4a . Gather(g_sSamp, float3(0.5, 0.6, 0.7)); // no 3D gathers float4 txval40 = g_tTexcdf4a . Gather(g_sSamp, float4(0.1, 0.2, 0.3, 0.4)); int4 txval41 = g_tTexcdi4a . Gather(g_sSamp, float4(0.4, 0.5, 0.6, 0.7)); uint4 txval42 = g_tTexcdu4a . Gather(g_sSamp, float4(0.7, 0.8, 0.9, 1.0)); psout.Color = 1.0; psout.Depth = 1.0; return psout; }