1SamplerState       g_sSamp : register(s0);
2
3Texture1D          g_tTex1df4a : register(t1);
4
5uniform Texture1D <float4> g_tTex1df4 : register(t0);
6Texture1D <int4>   g_tTex1di4;
7Texture1D <uint4>  g_tTex1du4;
8
9Texture2D <float4> g_tTex2df4;
10Texture2D <int4>   g_tTex2di4;
11Texture2D <uint4>  g_tTex2du4;
12
13Texture3D <float4> g_tTex3df4;
14Texture3D <int4>   g_tTex3di4;
15Texture3D <uint4>  g_tTex3du4;
16
17TextureCube <float4> g_tTexcdf4;
18TextureCube <int4>   g_tTexcdi4;
19TextureCube <uint4>  g_tTexcdu4;
20
21struct VS_OUTPUT
22{
23    float4 Pos : SV_Position;
24};
25
26VS_OUTPUT main()
27{
28   VS_OUTPUT vsout;
29
30   float4 txval10 = g_tTex1df4 . SampleLevel(g_sSamp, 0.1, 0.75);
31   int4   txval11 = g_tTex1di4 . SampleLevel(g_sSamp, 0.2, 0.75);
32   uint4  txval12 = g_tTex1du4 . SampleLevel(g_sSamp, 0.3, 0.75);
33
34   float4 txval20 = g_tTex2df4 . SampleLevel(g_sSamp, float2(0.1, 0.2), 0.75);
35   int4   txval21 = g_tTex2di4 . SampleLevel(g_sSamp, float2(0.3, 0.4), 0.75);
36   uint4  txval22 = g_tTex2du4 . SampleLevel(g_sSamp, float2(0.5, 0.6), 0.75);
37
38   float4 txval30 = g_tTex3df4 . SampleLevel(g_sSamp, float3(0.1, 0.2, 0.3), 0.75);
39   int4   txval31 = g_tTex3di4 . SampleLevel(g_sSamp, float3(0.4, 0.5, 0.6), 0.75);
40   uint4  txval32 = g_tTex3du4 . SampleLevel(g_sSamp, float3(0.7, 0.8, 0.9), 0.75);
41
42   float4 txval40 = g_tTexcdf4 . SampleLevel(g_sSamp, float3(0.1, 0.2, 0.3), 0.75);
43   int4   txval41 = g_tTexcdi4 . SampleLevel(g_sSamp, float3(0.4, 0.5, 0.6), 0.75);
44   uint4  txval42 = g_tTexcdu4 . SampleLevel(g_sSamp, float3(0.7, 0.8, 0.9), 0.75);
45
46   vsout.Pos = float4(0,0,0,0);
47
48   return vsout;
49}
50