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 VS_OUTPUT { float4 Pos : SV_Position; }; VS_OUTPUT main() { VS_OUTPUT vsout; float4 txval10 = g_tTex1df4 . SampleLevel(g_sSamp, 0.1, 0.75); int4 txval11 = g_tTex1di4 . SampleLevel(g_sSamp, 0.2, 0.75); uint4 txval12 = g_tTex1du4 . SampleLevel(g_sSamp, 0.3, 0.75); float4 txval20 = g_tTex2df4 . SampleLevel(g_sSamp, float2(0.1, 0.2), 0.75); int4 txval21 = g_tTex2di4 . SampleLevel(g_sSamp, float2(0.3, 0.4), 0.75); uint4 txval22 = g_tTex2du4 . SampleLevel(g_sSamp, float2(0.5, 0.6), 0.75); float4 txval30 = g_tTex3df4 . SampleLevel(g_sSamp, float3(0.1, 0.2, 0.3), 0.75); int4 txval31 = g_tTex3di4 . SampleLevel(g_sSamp, float3(0.4, 0.5, 0.6), 0.75); uint4 txval32 = g_tTex3du4 . SampleLevel(g_sSamp, float3(0.7, 0.8, 0.9), 0.75); float4 txval40 = g_tTexcdf4 . SampleLevel(g_sSamp, float3(0.1, 0.2, 0.3), 0.75); int4 txval41 = g_tTexcdi4 . SampleLevel(g_sSamp, float3(0.4, 0.5, 0.6), 0.75); uint4 txval42 = g_tTexcdu4 . SampleLevel(g_sSamp, float3(0.7, 0.8, 0.9), 0.75); vsout.Pos = float4(0,0,0,0); return vsout; }