SamplerState g_sSamp : register(s0); SamplerComparisonState g_sSampCmp : register(s1); uniform Texture1D g_tTex : register(t3); float4 main() : SV_Target0 { // This texture is used with both shadow modes. It will need post-compilation // legalization. g_tTex.SampleCmp(g_sSampCmp, 0.1, 0.75); g_tTex.Sample(g_sSamp, 0.1); return 0; }