SamplerState g_sSamp : register(s0); Texture1DArray g_tTex1df4a : register(t1); uniform Texture1DArray g_tTex1df4 : register(t0); Texture1DArray g_tTex1di4; Texture1DArray g_tTex1du4; Texture2DArray g_tTex2df4; Texture2DArray g_tTex2di4; Texture2DArray g_tTex2du4; struct PS_OUTPUT { float4 Color : SV_Target0; float Depth : SV_Depth; }; PS_OUTPUT main() { PS_OUTPUT psout; // No 1D gathers float4 txval20 = g_tTex2df4 . Gather(g_sSamp, float3(0.1, 0.2, 0.3), int2(1,0)); int4 txval21 = g_tTex2di4 . Gather(g_sSamp, float3(0.3, 0.4, 0.4), int2(1,1)); uint4 txval22 = g_tTex2du4 . Gather(g_sSamp, float3(0.5, 0.6, 0.7), int2(1,-1)); // No 3D gathers // No Cube offset gathers psout.Color = 1.0; psout.Depth = 1.0; return psout; }