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;
}