1SamplerState g_sSamp : register(s0); 2 3Texture1DArray g_tTex1df4a : register(t1); 4 5uniform Texture1DArray <float4> g_tTex1df4 : register(t0); 6Texture1DArray <int4> g_tTex1di4; 7Texture1DArray <uint4> g_tTex1du4; 8 9Texture2DArray <float4> g_tTex2df4; 10Texture2DArray <int4> g_tTex2di4; 11Texture2DArray <uint4> g_tTex2du4; 12 13TextureCubeArray <float4> g_tTexcdf4; 14TextureCubeArray <int4> g_tTexcdi4; 15TextureCubeArray <uint4> g_tTexcdu4; 16 17struct PS_OUTPUT 18{ 19 float4 Color : SV_Target0; 20 float Depth : SV_Depth; 21}; 22 23PS_OUTPUT main() 24{ 25 PS_OUTPUT psout; 26 27 float4 txval10 = g_tTex1df4 . SampleGrad(g_sSamp, float2(0.1, 0.2), 1.1, 1.2, 1); 28 int4 txval11 = g_tTex1di4 . SampleGrad(g_sSamp, float2(0.1, 0.2), 1.1, 1.2, 1); 29 uint4 txval12 = g_tTex1du4 . SampleGrad(g_sSamp, float2(0.1, 0.2), 1.1, 1.2, 1); 30 31 float4 txval20 = g_tTex2df4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float2(1.1, 1.2), float2(1.1, 1.2), int2(1,0)); 32 int4 txval21 = g_tTex2di4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float2(1.1, 1.2), float2(1.1, 1.2), int2(1,0)); 33 uint4 txval22 = g_tTex2du4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float2(1.1, 1.2), float2(1.1, 1.2), int2(1,0)); 34 35 psout.Color = 1.0; 36 psout.Depth = 1.0; 37 38 return psout; 39} 40