SamplerComparisonState 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; }; PS_OUTPUT main() { PS_OUTPUT psout; // 1D float r00 = g_tTex1df4 . SampleCmpLevelZero(g_sSamp, 0.1, 0.75); float r02 = g_tTex1di4 . SampleCmpLevelZero(g_sSamp, 0.1, 0.75); float r04 = g_tTex1du4 . SampleCmpLevelZero(g_sSamp, 0.1, 0.75); // 2D float r20 = g_tTex2df4 . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75); float r22 = g_tTex2di4 . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75); float r24 = g_tTex2du4 . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75); // *** There's no SampleCmpLevelZero on 3D textures float r50 = g_tTexcdf4 . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75); float r52 = g_tTexcdi4 . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75); float r54 = g_tTexcdu4 . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75); psout.Color = 1.0; psout.Depth = 1.0; return psout; }