1 2sampler g_sam : register(t0); 3sampler1D g_sam1D : register(t1); 4sampler2D g_sam2D : register(t2); 5sampler3D g_sam3D : register(t3); 6samplerCube g_samCube : register(t4); 7 8struct PS_OUTPUT 9{ 10 float4 Color : SV_Target0; 11 float Depth : SV_Depth; 12}; 13 14PS_OUTPUT main() 15{ 16 PS_OUTPUT psout; 17 18 float4 ColorOut = float4(0,0,0,0); 19 20 ColorOut += tex2D( g_sam , float2(0.4,0.3)); 21 ColorOut += tex1D( g_sam1D, 0.5); 22 ColorOut += tex2D( g_sam2D, float2(0.5,0.6)); 23 ColorOut += tex3D( g_sam3D, float3(0.5,0.6,0.4)); 24 ColorOut += texCUBE( g_samCube, float3(0.5,0.6,0.4)); 25 26 ColorOut += tex2Dlod( g_sam , float4(0.4,0.3,0.0,0.0)); 27 ColorOut += tex1Dlod( g_sam1D, float4(0.5,0.0,0.0,0.0)); 28 ColorOut += tex2Dlod( g_sam2D, float4(0.5,0.6,0.0,0.0)); 29 ColorOut += tex3Dlod( g_sam3D, float4(0.5,0.6,0.4,0.0)); 30 ColorOut += texCUBElod( g_samCube, float4(0.5,0.6,0.4,0.0)); 31 32 psout.Color = ColorOut / 10.0f; 33 psout.Depth = 1.0; 34 35 return psout; 36} 37