SamplerState g_sSamp : register(s0); uniform Texture1D g_tTex1df4 : register(t0); Texture1D g_tTex1di4; Texture1D g_tTex1du4; Texture2D g_tTex2df4; Texture2D g_tTex2di4; Texture2D g_tTex2du4; Texture3D g_tTex3df4; Texture3D g_tTex3di4; Texture3D g_tTex3du4; TextureCube g_tTexcdf4; TextureCube g_tTexcdi4; TextureCube g_tTexcdu4; Texture1DArray g_tTex1df4a; Texture1DArray g_tTex1di4a; Texture1DArray g_tTex1du4a; Texture2DArray g_tTex2df4a; Texture2DArray g_tTex2di4a; Texture2DArray g_tTex2du4a; TextureCubeArray g_tTexcdf4a; TextureCubeArray g_tTexcdi4a; TextureCubeArray g_tTexcdu4a; struct PS_OUTPUT { float4 Color : SV_Target0; float Depth : SV_Depth; }; PS_OUTPUT main() { PS_OUTPUT psout; // Load, no offset g_tTex1df4.Load(int2(1,2)); g_tTex1di4.Load(int2(1,2)); g_tTex1du4.Load(int2(1,2)); g_tTex2df4.Load(int3(1,2,3)); g_tTex2di4.Load(int3(1,2,3)); g_tTex2du4.Load(int3(1,2,3)); g_tTex3df4.Load(int4(1,2,3,4)); g_tTex3di4.Load(int4(1,2,3,4)); g_tTex3du4.Load(int4(1,2,3,4)); g_tTex1df4a.Load(int3(1,2,3)); g_tTex1di4a.Load(int3(1,2,3)); g_tTex1du4a.Load(int3(1,2,3)); g_tTex2df4a.Load(int4(1,2,3,4)); g_tTex2di4a.Load(int4(1,2,3,4)); g_tTex2du4a.Load(int4(1,2,3,4)); // Load, offset g_tTex1df4.Load(int2(1,2), 3); g_tTex1di4.Load(int2(1,2), 3); g_tTex1du4.Load(int2(1,2), 3); g_tTex2df4.Load(int3(1,2,3), int2(4,5)); g_tTex2di4.Load(int3(1,2,3), int2(4,5)); g_tTex2du4.Load(int3(1,2,3), int2(4,5)); g_tTex3df4.Load(int4(1,2,3,4), int3(5,6,7)); g_tTex3di4.Load(int4(1,2,3,4), int3(5,6,7)); g_tTex3du4.Load(int4(1,2,3,4), int3(5,6,7)); g_tTex1df4a.Load(int3(1,2,3), 4); g_tTex1di4a.Load(int3(1,2,3), 4); g_tTex1du4a.Load(int3(1,2,3), 4); g_tTex2df4a.Load(int4(1,2,3,4), int2(4,5)); g_tTex2di4a.Load(int4(1,2,3,4), int2(4,5)); g_tTex2du4a.Load(int4(1,2,3,4), int2(4,5)); // TODO: // Load, SampleIndex // Load, SampleIndex, Offset psout.Color = 1.0; psout.Depth = 1.0; return psout; }