SamplerState g_sSamp : register(s0); Texture2DMS g_tTex2dmsf4; Texture2DMSArray g_tTex2dmsf4a; struct PS_OUTPUT { float4 Color : SV_Target0; float Depth : SV_Depth; }; PS_OUTPUT main() { PS_OUTPUT psout; float2 r00 = g_tTex2dmsf4.GetSamplePosition(1); float2 r01 = g_tTex2dmsf4a.GetSamplePosition(2); psout.Color = 1.0; psout.Depth = 1.0; return psout; }