1SamplerState g_sSamp : register(s0); 2uniform sampler2D g_sSamp2d; 3 4Texture1D g_tTex1df4a : register(t1); 5 6uniform Texture1D <float4> g_tTex1df4 : register(t0); 7Texture1D <int4> g_tTex1di4; 8Texture1D <uint4> g_tTex1du4; 9 10Texture2D <float4> g_tTex2df4; 11Texture2D <int4> g_tTex2di4; 12Texture2D <uint4> g_tTex2du4; 13 14Texture3D <float4> g_tTex3df4; 15Texture3D <int4> g_tTex3di4; 16Texture3D <uint4> g_tTex3du4; 17 18TextureCube <float4> g_tTexcdf4; 19TextureCube <int4> g_tTexcdi4; 20TextureCube <uint4> g_tTexcdu4; 21 22struct PS_OUTPUT 23{ 24 float4 Color : SV_Target0; 25 float Depth : SV_Depth; 26}; 27 28PS_OUTPUT main() 29{ 30 PS_OUTPUT psout; 31 32 // no 1D gathers 33 34 float4 txval20 = g_tTex2df4 . Gather(g_sSamp, float2(0.1, 0.2)); 35 int4 txval21 = g_tTex2di4 . Gather(g_sSamp, float2(0.3, 0.4)); 36 uint4 txval22 = g_tTex2du4 . Gather(g_sSamp, float2(0.5, 0.6)); 37 38 // no 3D gathers 39 40 float4 txval40 = g_tTexcdf4 . Gather(g_sSamp, float3(0.1, 0.2, 0.3)); 41 int4 txval41 = g_tTexcdi4 . Gather(g_sSamp, float3(0.4, 0.5, 0.6)); 42 uint4 txval42 = g_tTexcdu4 . Gather(g_sSamp, float3(0.7, 0.8, 0.9)); 43 44 psout.Color = 1.0; 45 psout.Depth = 1.0; 46 47 return psout; 48} 49