1SamplerState       g_sSamp : register(s0);
2uniform sampler2D          g_sSamp2d;
3
4Texture1D          g_tTex1df4a : register(t1);
5
6uniform Texture1D <float4> g_tTex1df4 : register(t0);
7Texture1D <int4>   g_tTex1di4;
8Texture1D <uint4>  g_tTex1du4;
9
10Texture2D <float4> g_tTex2df4;
11Texture2D <int4>   g_tTex2di4;
12Texture2D <uint4>  g_tTex2du4;
13
14Texture3D <float4> g_tTex3df4;
15Texture3D <int4>   g_tTex3di4;
16Texture3D <uint4>  g_tTex3du4;
17
18TextureCube <float4> g_tTexcdf4;
19TextureCube <int4>   g_tTexcdi4;
20TextureCube <uint4>  g_tTexcdu4;
21
22struct VS_OUTPUT
23{
24    float4 Pos : SV_Position;
25};
26
27VS_OUTPUT main()
28{
29   VS_OUTPUT vsout;
30
31   // no 1D gathers
32
33   float4 txval20 = g_tTex2df4 . Gather(g_sSamp, float2(0.1, 0.2));
34   int4   txval21 = g_tTex2di4 . Gather(g_sSamp, float2(0.3, 0.4));
35   uint4  txval22 = g_tTex2du4 . Gather(g_sSamp, float2(0.5, 0.6));
36
37   // no 3D gathers
38
39   float4 txval40 = g_tTexcdf4 . Gather(g_sSamp, float3(0.1, 0.2, 0.3));
40   int4   txval41 = g_tTexcdi4 . Gather(g_sSamp, float3(0.4, 0.5, 0.6));
41   uint4  txval42 = g_tTexcdu4 . Gather(g_sSamp, float3(0.7, 0.8, 0.9));
42
43   vsout.Pos = float4(0,0,0,0);
44
45   return vsout;
46}
47