SamplerState g_sSamp : register(s0); Texture1D g_tTex1df4a : register(t1); uniform Texture1D g_tTex1df4 : register(t0); Texture1D g_tTex1di4; Texture1D g_tTex1du4; Texture2D g_tTex2df4; Texture2D g_tTex2di4; Texture2D g_tTex2du4; Texture3D g_tTex3df4; Texture3D g_tTex3di4; Texture3D g_tTex3du4; TextureCube g_tTexcdf4; TextureCube g_tTexcdi4; TextureCube g_tTexcdu4; struct PS_OUTPUT { float4 Color : SV_Target0; float Depth : SV_Depth; }; PS_OUTPUT main() { PS_OUTPUT psout; // no 1D Gathers float4 txval20 = g_tTex2df4 . Gather(g_sSamp, float2(0.1, 0.2), int2(1,0)); int4 txval21 = g_tTex2di4 . Gather(g_sSamp, float2(0.3, 0.4), int2(1,1)); uint4 txval22 = g_tTex2du4 . Gather(g_sSamp, float2(0.5, 0.6), int2(1,-1)); // no 3D gathers // No Cube offset gathers psout.Color = 1.0; psout.Depth = 1.0; return psout; }