SamplerState g_sSamp : register(s0); uniform sampler2D g_sSamp2d; uniform Texture1DArray g_tTex1df4a : 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; }; uniform float c1; uniform float2 c2; uniform float3 c3; uniform float4 c4; PS_OUTPUT main() { PS_OUTPUT psout; // no 1D gathers float4 txval00 = g_tTex2df4a . GatherRed(g_sSamp, c3); int4 txval01 = g_tTex2di4a . GatherRed(g_sSamp, c3); uint4 txval02 = g_tTex2du4a . GatherRed(g_sSamp, c3); float4 txval10 = g_tTex2df4a . GatherGreen(g_sSamp, c3); int4 txval11 = g_tTex2di4a . GatherGreen(g_sSamp, c3); uint4 txval12 = g_tTex2du4a . GatherGreen(g_sSamp, c3); float4 txval20 = g_tTex2df4a . GatherBlue(g_sSamp, c3); int4 txval21 = g_tTex2di4a . GatherBlue(g_sSamp, c3); uint4 txval22 = g_tTex2du4a . GatherBlue(g_sSamp, c3); float4 txval30 = g_tTex2df4a . GatherAlpha(g_sSamp, c3); int4 txval31 = g_tTex2di4a . GatherAlpha(g_sSamp, c3); uint4 txval32 = g_tTex2du4a . GatherAlpha(g_sSamp, c3); // no 3D gathers float4 txval40 = g_tTexcdf4a . GatherRed(g_sSamp, c4); int4 txval41 = g_tTexcdi4a . GatherRed(g_sSamp, c4); uint4 txval42 = g_tTexcdu4a . GatherRed(g_sSamp, c4); float4 txval50 = g_tTexcdf4a . GatherGreen(g_sSamp, c4); int4 txval51 = g_tTexcdi4a . GatherGreen(g_sSamp, c4); uint4 txval52 = g_tTexcdu4a . GatherGreen(g_sSamp, c4); float4 txval60 = g_tTexcdf4a . GatherBlue(g_sSamp, c4); int4 txval61 = g_tTexcdi4a . GatherBlue(g_sSamp, c4); uint4 txval62 = g_tTexcdu4a . GatherBlue(g_sSamp, c4); float4 txval70 = g_tTexcdf4a . GatherAlpha(g_sSamp, c4); int4 txval71 = g_tTexcdi4a . GatherAlpha(g_sSamp, c4); uint4 txval72 = g_tTexcdu4a . GatherAlpha(g_sSamp, c4); psout.Color = 1.0; psout.Depth = 1.0; return psout; }