float Depth : SV_Depth;
};
-PS_OUTPUT main()
+PS_OUTPUT main(int sample : SAMPLE)
{
PS_OUTPUT psout;
- float2 r00 = g_tTex2dmsf4.GetSamplePosition(1);
- float2 r01 = g_tTex2dmsf4a.GetSamplePosition(2);
+ float2 r00 = g_tTex2dmsf4.GetSamplePosition(sample);
+ float2 r01 = g_tTex2dmsf4a.GetSamplePosition(sample);
psout.Color = 1.0;
psout.Depth = 1.0;