SamplerState g_sSamp : register(s0); uniform Texture1D <float4> g_tTex1df4 : register(t0); Texture1D <int4> g_tTex1di4; Texture1D <uint4> g_tTex1du4; Texture2D <float4> g_tTex2df4; Texture2D <int4> g_tTex2di4; Texture2D <uint4> g_tTex2du4; Texture3D <float4> g_tTex3df4; Texture3D <int4> g_tTex3di4; Texture3D <uint4> g_tTex3du4; TextureCube <float4> g_tTexcdf4; TextureCube <int4> g_tTexcdi4; TextureCube <uint4> g_tTexcdu4; Texture1DArray <float4> g_tTex1df4a; Texture1DArray <int4> g_tTex1di4a; Texture1DArray <uint4> g_tTex1du4a; Texture2DArray <float4> g_tTex2df4a; Texture2DArray <int4> g_tTex2di4a; Texture2DArray <uint4> g_tTex2du4a; TextureCubeArray <float4> g_tTexcdf4a; TextureCubeArray <int4> g_tTexcdi4a; TextureCubeArray <uint4> g_tTexcdu4a; struct PS_OUTPUT { float4 Color : SV_Target0; float Depth : SV_Depth; }; uniform int c1; uniform int2 c2; uniform int3 c3; uniform int4 c4; uniform int o1; uniform int2 o2; uniform int3 o3; uniform int4 o4; PS_OUTPUT main() { PS_OUTPUT psout; // 1D g_tTex1df4.Load(c2, o1); g_tTex1di4.Load(c2, o1); g_tTex1du4.Load(c2, o1); // 2D g_tTex2df4.Load(c3, o2); g_tTex2di4.Load(c3, o2); g_tTex2du4.Load(c3, o2); // 3D g_tTex3df4.Load(c4, o3); g_tTex3di4.Load(c4, o3); g_tTex3du4.Load(c4, o3); // Offset has no Cube or CubeArray forms // TODO: // Load, SampleIndex // Load, SampleIndex, Offset psout.Color = 1.0; psout.Depth = 1.0; return psout; }