Texture2DMS g_tTex2dmsf1; Texture2DMS g_tTex2dmsf2; Texture2DMS g_tTex2dmsf3; Texture2DMS g_tTex2dmsf4; Texture2D g_tTex2df1; Texture2D g_tTex2df2; Texture2D g_tTex2df3; Texture2D g_tTex2df4; SamplerState g_sSamp; float4 main() : SV_Target0 { uint MipLevel; uint WidthU; uint HeightU; uint ElementsU; uint DepthU; uint NumberOfLevelsU; uint NumberOfSamplesU; g_tTex2dmsf1 . GetDimensions(WidthU, HeightU, NumberOfSamplesU); g_tTex2dmsf2 . GetDimensions(WidthU, HeightU, NumberOfSamplesU); g_tTex2dmsf3 . GetDimensions(WidthU, HeightU, NumberOfSamplesU); g_tTex2dmsf4 . GetDimensions(WidthU, HeightU, NumberOfSamplesU); g_tTex2dmsf1 . Load(int2(1,2), 3); g_tTex2dmsf2 . Load(int2(1,2), 3); g_tTex2dmsf3 . Load(int2(1,2), 3); g_tTex2dmsf4 . Load(int2(1,2), 3); g_tTex2df1 . Sample(g_sSamp, float2(.1, .2)); g_tTex2df2 . Sample(g_sSamp, float2(.1, .2)); g_tTex2df3 . Sample(g_sSamp, float2(.1, .2)); g_tTex2df4 . Sample(g_sSamp, float2(.1, .2)); return 0; }