1SamplerState g_sSamp : register(s0); 2 3uniform Texture1D <float4> g_tTex1df4 : register(t0); 4Texture1D <int4> g_tTex1di4; 5Texture1D <uint4> g_tTex1du4; 6 7Texture2D <float4> g_tTex2df4; 8Texture2D <int4> g_tTex2di4; 9Texture2D <uint4> g_tTex2du4; 10 11Texture3D <float4> g_tTex3df4; 12Texture3D <int4> g_tTex3di4; 13Texture3D <uint4> g_tTex3du4; 14 15TextureCube <float4> g_tTexcdf4; 16TextureCube <int4> g_tTexcdi4; 17TextureCube <uint4> g_tTexcdu4; 18 19Texture1DArray <float4> g_tTex1df4a; 20Texture1DArray <int4> g_tTex1di4a; 21Texture1DArray <uint4> g_tTex1du4a; 22 23Texture2DArray <float4> g_tTex2df4a; 24Texture2DArray <int4> g_tTex2di4a; 25Texture2DArray <uint4> g_tTex2du4a; 26 27TextureCubeArray <float4> g_tTexcdf4a; 28TextureCubeArray <int4> g_tTexcdi4a; 29TextureCubeArray <uint4> g_tTexcdu4a; 30 31struct VS_OUTPUT 32{ 33 float4 Pos : SV_Position; 34}; 35 36uniform int c1; 37uniform int2 c2; 38uniform int3 c3; 39uniform int4 c4; 40 41uniform int o1; 42uniform int2 o2; 43uniform int3 o3; 44uniform int4 o4; 45 46VS_OUTPUT main() 47{ 48 VS_OUTPUT vsout; 49 50 // 1D 51 g_tTex1df4.Load(c2); 52 g_tTex1di4.Load(c2); 53 g_tTex1du4.Load(c2); 54 55 // 2D 56 g_tTex2df4.Load(c3); 57 g_tTex2di4.Load(c3); 58 g_tTex2du4.Load(c3); 59 60 // 3D 61 g_tTex3df4.Load(c4); 62 g_tTex3di4.Load(c4); 63 g_tTex3du4.Load(c4); 64 65 // Offset has no Cube or CubeArray forms 66 67 vsout.Pos = float4(0,0,0,0); 68 69 return vsout; 70} 71