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SamplerState g_sSamp : register(s0);
Texture2DMS <float4> g_tTex2dmsf4;
Texture2DMSArray <float4> g_tTex2dmsf4a;
struct PS_OUTPUT
{
float4 Color : SV_Target0;
float Depth : SV_Depth;
};
PS_OUTPUT main(int sample : SAMPLE)
{
PS_OUTPUT psout;
float2 r00 = g_tTex2dmsf4.GetSamplePosition(sample);
float2 r01 = g_tTex2dmsf4a.GetSamplePosition(sample);
psout.Color = 1.0;
psout.Depth = 1.0;
return psout;
}