SamplerState g_sSamp : register(s0); RWTexture1D g_tTex1df4 : register(t0); RWTexture1D g_tTex1di4; RWTexture1D g_tTex1du4; RWTexture2D g_tTex2df4; RWTexture2D g_tTex2di4; RWTexture2D g_tTex2du4; RWTexture3D g_tTex3df4; RWTexture3D g_tTex3di4; RWTexture3D g_tTex3du4; RWTexture1DArray g_tTex1df4a; RWTexture1DArray g_tTex1di4a; RWTexture1DArray g_tTex1du4a; RWTexture2DArray g_tTex2df4a; RWTexture2DArray g_tTex2di4a; RWTexture2DArray g_tTex2du4a; struct PS_OUTPUT { float4 Color : SV_Target0; float Depth : SV_Depth; }; uniform int c1; uniform int2 c2; uniform int3 c3; uniform int4 c4; uniform int o1; uniform int2 o2; uniform int3 o3; uniform int4 o4; PS_OUTPUT main() { PS_OUTPUT psout; // 1D g_tTex1df4a.Load(c2); g_tTex1di4a.Load(c2); g_tTex1du4a.Load(c2); // 2D g_tTex2df4a.Load(c3); g_tTex2di4a.Load(c3); g_tTex2du4a.Load(c3); psout.Color = 1.0; psout.Depth = 1.0; return psout; }