1SamplerState g_sSamp : register(s0); 2 3Texture1D g_tTex1df4a : register(t1); 4 5uniform Texture1D <float4> g_tTex1df4 : register(t0); 6Texture1D <int4> g_tTex1di4; 7Texture1D <uint4> g_tTex1du4; 8 9Texture2D <float4> g_tTex2df4; 10Texture2D <int4> g_tTex2di4; 11Texture2D <uint4> g_tTex2du4; 12 13Texture3D <float4> g_tTex3df4; 14Texture3D <int4> g_tTex3di4; 15Texture3D <uint4> g_tTex3du4; 16 17TextureCube <float4> g_tTexcdf4; 18TextureCube <int4> g_tTexcdi4; 19TextureCube <uint4> g_tTexcdu4; 20 21struct VS_OUTPUT 22{ 23 float4 Pos : SV_Position; 24}; 25 26VS_OUTPUT main() 27{ 28 VS_OUTPUT vsout; 29 30 float4 txval10 = g_tTex1df4 . SampleGrad(g_sSamp, 0.1, 1.1, 1.2); 31 int4 txval11 = g_tTex1di4 . SampleGrad(g_sSamp, 0.2, 1.1, 1.2); 32 uint4 txval12 = g_tTex1du4 . SampleGrad(g_sSamp, 0.3, 1.1, 1.2); 33 34 float4 txval20 = g_tTex2df4 . SampleGrad(g_sSamp, float2(0.1, 0.2), float2(1.1, 1.2), float2(1.1, 1.2)); 35 int4 txval21 = g_tTex2di4 . SampleGrad(g_sSamp, float2(0.3, 0.4), float2(1.1, 1.2), float2(1.1, 1.2)); 36 uint4 txval22 = g_tTex2du4 . SampleGrad(g_sSamp, float2(0.5, 0.6), float2(1.1, 1.2), float2(1.1, 1.2)); 37 38 float4 txval30 = g_tTex3df4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float3(1.1, 1.2, 1.3), float3(1.1, 1.2, 1.3)); 39 int4 txval31 = g_tTex3di4 . SampleGrad(g_sSamp, float3(0.4, 0.5, 0.6), float3(1.1, 1.2, 1.3), float3(1.1, 1.2, 1.3)); 40 uint4 txval32 = g_tTex3du4 . SampleGrad(g_sSamp, float3(0.7, 0.8, 0.9), float3(1.1, 1.2, 1.3), float3(1.1, 1.2, 1.3)); 41 42 float4 txval40 = g_tTexcdf4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float3(1.1, 1.2, 1.3), float3(1.1, 1.2, 1.3)); 43 int4 txval41 = g_tTexcdi4 . SampleGrad(g_sSamp, float3(0.4, 0.5, 0.6), float3(1.1, 1.2, 1.3), float3(1.1, 1.2, 1.3)); 44 uint4 txval42 = g_tTexcdu4 . SampleGrad(g_sSamp, float3(0.7, 0.8, 0.9), float3(1.1, 1.2, 1.3), float3(1.1, 1.2, 1.3)); 45 46 vsout.Pos = float4(0,0,0,0); 47 48 return vsout; 49} 50