1SamplerState g_sSamp : register(s0); 2 3uniform Texture1D <float4> g_tTex1df4 : register(t0); 4Texture1D <int4> g_tTex1di4; 5Texture1D <uint4> g_tTex1du4; 6 7Texture2D <float4> g_tTex2df4; 8Texture2D <int4> g_tTex2di4; 9Texture2D <uint4> g_tTex2du4; 10 11Texture3D <float4> g_tTex3df4; 12Texture3D <int4> g_tTex3di4; 13Texture3D <uint4> g_tTex3du4; 14 15TextureCube <float4> g_tTexcdf4; 16TextureCube <int4> g_tTexcdi4; 17TextureCube <uint4> g_tTexcdu4; 18 19Texture1DArray <float4> g_tTex1df4a; 20Texture1DArray <int4> g_tTex1di4a; 21Texture1DArray <uint4> g_tTex1du4a; 22 23Texture2DArray <float4> g_tTex2df4a; 24Texture2DArray <int4> g_tTex2di4a; 25Texture2DArray <uint4> g_tTex2du4a; 26 27TextureCubeArray <float4> g_tTexcdf4a; 28TextureCubeArray <int4> g_tTexcdi4a; 29TextureCubeArray <uint4> g_tTexcdu4a; 30 31struct PS_OUTPUT 32{ 33 float4 Color : SV_Target0; 34 float Depth : SV_Depth; 35}; 36 37uniform int c1; 38uniform int2 c2; 39uniform int3 c3; 40uniform int4 c4; 41 42uniform int o1; 43uniform int2 o2; 44uniform int3 o3; 45uniform int4 o4; 46 47PS_OUTPUT main() 48{ 49 PS_OUTPUT psout; 50 51 // 1DArray 52 g_tTex1df4a.Load(c3); 53 g_tTex1di4a.Load(c3); 54 g_tTex1du4a.Load(c3); 55 56 // 2DArray 57 g_tTex2df4a.Load(c4); 58 g_tTex2di4a.Load(c4); 59 g_tTex2du4a.Load(c4); 60 61 // Offset has no Cube or CubeArray forms 62 63 // TODO: 64 // Load, SampleIndex 65 // Load, SampleIndex, Offset 66 67 psout.Color = 1.0; 68 psout.Depth = 1.0; 69 70 return psout; 71} 72