Texture2D g_nonShadowTex; Texture2D g_shadowTex; SamplerState g_shadowSampler; SamplerComparisonState g_shadowSamplerComp; float4 main() : SV_Target0 { g_shadowTex.SampleCmp(g_shadowSamplerComp, float2(0,0), 0); // OK g_nonShadowTex.SampleCmp(g_shadowSampler, float2(0,0), 0); // ERROR (should be comparison sampler) return 0; }