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 VS_OUTPUT 23{ 24 float4 Pos : SV_Position; 25}; 26 27VS_OUTPUT main() 28{ 29 VS_OUTPUT vsout; 30 31 // no 1D gathers 32 33 float4 txval20 = g_tTex2df4 . Gather(g_sSamp, float2(0.1, 0.2)); 34 int4 txval21 = g_tTex2di4 . Gather(g_sSamp, float2(0.3, 0.4)); 35 uint4 txval22 = g_tTex2du4 . Gather(g_sSamp, float2(0.5, 0.6)); 36 37 // no 3D gathers 38 39 float4 txval40 = g_tTexcdf4 . Gather(g_sSamp, float3(0.1, 0.2, 0.3)); 40 int4 txval41 = g_tTexcdi4 . Gather(g_sSamp, float3(0.4, 0.5, 0.6)); 41 uint4 txval42 = g_tTexcdu4 . Gather(g_sSamp, float3(0.7, 0.8, 0.9)); 42 43 vsout.Pos = float4(0,0,0,0); 44 45 return vsout; 46} 47