1SamplerState g_sSamp : register(s0); 2 3Texture1D g_tTex1df4a : register(t1); 4 5uniform Texture1D <float4> g_tTex1df4 : register(t0); 6Texture1D <int4> g_tTex1di4; 7Texture1D <uint4> g_tTex1du4; 8 9Texture2D <float4> g_tTex2df4; 10Texture2D <int4> g_tTex2di4; 11Texture2D <uint4> g_tTex2du4; 12 13Texture3D <float4> g_tTex3df4; 14Texture3D <int4> g_tTex3di4; 15Texture3D <uint4> g_tTex3du4; 16 17TextureCube <float4> g_tTexcdf4; 18TextureCube <int4> g_tTexcdi4; 19TextureCube <uint4> g_tTexcdu4; 20 21struct PS_OUTPUT 22{ 23 float4 Color : SV_Target0; 24 float Depth : SV_Depth; 25}; 26 27PS_OUTPUT main() 28{ 29 PS_OUTPUT psout; 30 31 // no 1D Gathers 32 33 float4 txval20 = g_tTex2df4 . Gather(g_sSamp, float2(0.1, 0.2), int2(1,0)); 34 int4 txval21 = g_tTex2di4 . Gather(g_sSamp, float2(0.3, 0.4), int2(1,1)); 35 uint4 txval22 = g_tTex2du4 . Gather(g_sSamp, float2(0.5, 0.6), int2(1,-1)); 36 37 // no 3D gathers 38 // No Cube offset gathers 39 40 psout.Color = 1.0; 41 psout.Depth = 1.0; 42 43 return psout; 44} 45