1SamplerState       g_sSamp : register(s0);
2
3uniform Texture1D <float4> g_tTex1df4 : register(t0);
4Texture1D <int4>   g_tTex1di4;
5Texture1D <uint4>  g_tTex1du4;
6
7Texture2D <float4> g_tTex2df4;
8Texture2D <int4>   g_tTex2di4;
9Texture2D <uint4>  g_tTex2du4;
10
11Texture3D <float4> g_tTex3df4;
12Texture3D <int4>   g_tTex3di4;
13Texture3D <uint4>  g_tTex3du4;
14
15TextureCube <float4> g_tTexcdf4;
16TextureCube <int4>   g_tTexcdi4;
17TextureCube <uint4>  g_tTexcdu4;
18
19Texture1DArray <float4> g_tTex1df4a;
20Texture1DArray <int4>   g_tTex1di4a;
21Texture1DArray <uint4>  g_tTex1du4a;
22
23Texture2DArray <float4> g_tTex2df4a;
24Texture2DArray <int4>   g_tTex2di4a;
25Texture2DArray <uint4>  g_tTex2du4a;
26
27TextureCubeArray <float4> g_tTexcdf4a;
28TextureCubeArray <int4>   g_tTexcdi4a;
29TextureCubeArray <uint4>  g_tTexcdu4a;
30
31struct PS_OUTPUT
32{
33    float4 Color : SV_Target0;
34    float  Depth : SV_Depth;
35};
36
37uniform int   c1;
38uniform int2  c2;
39uniform int3  c3;
40uniform int4  c4;
41
42uniform int   o1;
43uniform int2  o2;
44uniform int3  o3;
45uniform int4  o4;
46
47PS_OUTPUT main()
48{
49   PS_OUTPUT psout;
50
51   // 1DArray
52   g_tTex1df4a.Load(c3);
53   g_tTex1di4a.Load(c3);
54   g_tTex1du4a.Load(c3);
55
56   // 2DArray
57   g_tTex2df4a.Load(c4);
58   g_tTex2di4a.Load(c4);
59   g_tTex2du4a.Load(c4);
60
61   // Offset has no Cube or CubeArray forms
62
63   // TODO:
64   // Load, SampleIndex
65   // Load, SampleIndex, Offset
66
67   psout.Color = 1.0;
68   psout.Depth = 1.0;
69
70   return psout;
71}
72