1SamplerState g_sSamp : register(s0); 2SamplerComparisonState g_sSampCmp : register(s1); 3 4uniform Texture1D <float4> g_tTex : register(t3); 5 6float4 main() : SV_Target0 7{ 8 // This texture is used with both shadow modes. It will need post-compilation 9 // legalization. 10 g_tTex.SampleCmp(g_sSampCmp, 0.1, 0.75); 11 g_tTex.Sample(g_sSamp, 0.1); 12 13 return 0; 14} 15