sampler g_sam : register(t0); sampler1D g_sam1D : register(t1); sampler2D g_sam2D : register(t2); sampler3D g_sam3D : register(t3); samplerCube g_samCube : register(t4); struct PS_OUTPUT { float4 Color : SV_Target0; float Depth : SV_Depth; }; PS_OUTPUT main() { PS_OUTPUT psout; float4 ColorOut = float4(0,0,0,0); ColorOut += tex2D( g_sam , float2(0.4,0.3)); ColorOut += tex1D( g_sam1D, 0.5); ColorOut += tex2D( g_sam2D, float2(0.5,0.6)); ColorOut += tex3D( g_sam3D, float3(0.5,0.6,0.4)); ColorOut += texCUBE( g_samCube, float3(0.5,0.6,0.4)); ColorOut += tex2Dlod( g_sam , float4(0.4,0.3,0.0,0.0)); ColorOut += tex1Dlod( g_sam1D, float4(0.5,0.0,0.0,0.0)); ColorOut += tex2Dlod( g_sam2D, float4(0.5,0.6,0.0,0.0)); ColorOut += tex3Dlod( g_sam3D, float4(0.5,0.6,0.4,0.0)); ColorOut += texCUBElod( g_samCube, float4(0.5,0.6,0.4,0.0)); psout.Color = ColorOut / 10.0f; psout.Depth = 1.0; return psout; }