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- SamplerState g_sSamp : register(s0);
- uniform sampler2D g_sSamp2d;
- 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;
- // no 1D gathers
- float4 txval20 = g_tTex2df4 . Gather(g_sSamp, float2(0.1, 0.2));
- int4 txval21 = g_tTex2di4 . Gather(g_sSamp, float2(0.3, 0.4));
- uint4 txval22 = g_tTex2du4 . Gather(g_sSamp, float2(0.5, 0.6));
- // no 3D gathers
- float4 txval40 = g_tTexcdf4 . Gather(g_sSamp, float3(0.1, 0.2, 0.3));
- int4 txval41 = g_tTexcdi4 . Gather(g_sSamp, float3(0.4, 0.5, 0.6));
- uint4 txval42 = g_tTexcdu4 . Gather(g_sSamp, float3(0.7, 0.8, 0.9));
- vsout.Pos = float4(0,0,0,0);
- return vsout;
- }
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