1SamplerState       g_sSamp : register(s0);
2
3Texture1DArray          g_tTex1df4a : register(t1);
4
5uniform Texture1DArray <float4> g_tTex1df4 : register(t0);
6Texture1DArray <int4>   g_tTex1di4;
7Texture1DArray <uint4>  g_tTex1du4;
8
9Texture2DArray <float4> g_tTex2df4;
10Texture2DArray <int4>   g_tTex2di4;
11Texture2DArray <uint4>  g_tTex2du4;
12
13struct PS_OUTPUT
14{
15    float4 Color : SV_Target0;
16    float  Depth : SV_Depth;
17};
18
19PS_OUTPUT main()
20{
21   PS_OUTPUT psout;
22
23   // No 1D gathers
24
25   float4 txval20 = g_tTex2df4 . Gather(g_sSamp, float3(0.1, 0.2, 0.3), int2(1,0));
26   int4   txval21 = g_tTex2di4 . Gather(g_sSamp, float3(0.3, 0.4, 0.4), int2(1,1));
27   uint4  txval22 = g_tTex2du4 . Gather(g_sSamp, float3(0.5, 0.6, 0.7), int2(1,-1));
28
29   // No 3D gathers
30   // No Cube offset gathers
31
32   psout.Color = 1.0;
33   psout.Depth = 1.0;
34
35   return psout;
36}
37