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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