SamplerState g_sSamp : register(s0); 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; Texture1DArray g_tTex1df4a; 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 VS_OUTPUT { float4 Pos : SV_Position; }; uniform int c1; uniform int2 c2; uniform int3 c3; uniform int4 c4; uniform int o1; uniform int2 o2; uniform int3 o3; uniform int4 o4; VS_OUTPUT main() { VS_OUTPUT vsout; // 1D g_tTex1df4.Load(c2); g_tTex1di4.Load(c2); g_tTex1du4.Load(c2); // 2D g_tTex2df4.Load(c3); g_tTex2di4.Load(c3); g_tTex2du4.Load(c3); // 3D g_tTex3df4.Load(c4); g_tTex3di4.Load(c4); g_tTex3du4.Load(c4); // Offset has no Cube or CubeArray forms vsout.Pos = float4(0,0,0,0); return vsout; }