SamplerState g_sSamp : register(s0); Texture1D g_tTex1df4a : register(t1); 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; struct PS_OUTPUT { float4 Color : SV_Target0; float Depth : SV_Depth; }; PS_OUTPUT main() { PS_OUTPUT psout; float4 txval10 = g_tTex1df4 . Sample(g_sSamp, 0.1, 1); int4 txval11 = g_tTex1di4 . Sample(g_sSamp, 0.2, 1); uint4 txval12 = g_tTex1du4 . Sample(g_sSamp, 0.3, 1); float4 txval20 = g_tTex2df4 . Sample(g_sSamp, float2(0.1, 0.2), int2(1,0)); int4 txval21 = g_tTex2di4 . Sample(g_sSamp, float2(0.3, 0.4), int2(1,1)); uint4 txval22 = g_tTex2du4 . Sample(g_sSamp, float2(0.5, 0.6), int2(1,-1)); float4 txval30 = g_tTex3df4 . Sample(g_sSamp, float3(0.1, 0.2, 0.3), int3(1,0,1)); int4 txval31 = g_tTex3di4 . Sample(g_sSamp, float3(0.4, 0.5, 0.6), int3(1,1,1)); uint4 txval32 = g_tTex3du4 . Sample(g_sSamp, float3(0.7, 0.8, 0.9), int3(1,0,-1)); // There are no offset forms of cube textures, so we do not test them. psout.Color = 1.0; psout.Depth = 1.0; return psout; }