1SamplerState       g_sSamp : register(s0);
2
3Texture1DArray          g_tTex1df4a : register(t1);
4
5uniform Texture1DArray <float4> g_tTex1df4 : register(t0);
6Texture1DArray <int4>   g_tTex1di4a;
7Texture1DArray <uint4>  g_tTex1du4a;
8
9Texture2DArray <float4> g_tTex2df4a;
10Texture2DArray <int4>   g_tTex2di4a;
11Texture2DArray <uint4>  g_tTex2du4a;
12
13TextureCubeArray <float4> g_tTexcdf4a;
14TextureCubeArray <int4>   g_tTexcdi4a;
15TextureCubeArray <uint4>  g_tTexcdu4a;
16
17struct PS_OUTPUT
18{
19    float4 Color : SV_Target0;
20    float  Depth : SV_Depth;
21};
22
23PS_OUTPUT main()
24{
25   PS_OUTPUT psout;
26
27   // No 1D gathers
28
29   float4 txval20 = g_tTex2df4a . Gather(g_sSamp, float3(0.1, 0.2, 0.3));
30   int4   txval21 = g_tTex2di4a . Gather(g_sSamp, float3(0.3, 0.4, 0.5));
31   uint4  txval22 = g_tTex2du4a . Gather(g_sSamp, float3(0.5, 0.6, 0.7));
32
33   // no 3D gathers
34
35   float4 txval40 = g_tTexcdf4a . Gather(g_sSamp, float4(0.1, 0.2, 0.3, 0.4));
36   int4   txval41 = g_tTexcdi4a . Gather(g_sSamp, float4(0.4, 0.5, 0.6, 0.7));
37   uint4  txval42 = g_tTexcdu4a . Gather(g_sSamp, float4(0.7, 0.8, 0.9, 1.0));
38
39   psout.Color = 1.0;
40   psout.Depth = 1.0;
41
42   return psout;
43}
44