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SamplerState g_sSamp : register(s0);
Texture1DArray g_tTex1df4a : register(t1);
uniform Texture1DArray <float4> g_tTex1df4 : register(t0);
Texture1DArray <int4> g_tTex1di4;
Texture1DArray <uint4> g_tTex1du4;
Texture2DArray <float4> g_tTex2df4;
Texture2DArray <int4> g_tTex2di4;
Texture2DArray <uint4> g_tTex2du4;
TextureCubeArray <float4> g_tTexcdf4;
TextureCubeArray <int4> g_tTexcdi4;
TextureCubeArray <uint4> g_tTexcdu4;
struct PS_OUTPUT
{
float4 Color : SV_Target0;
float Depth : SV_Depth;
};
PS_OUTPUT main()
{
PS_OUTPUT psout;
float4 txval10 = g_tTex1df4 . Sample(g_sSamp, float2(0.1, 0.2));
int4 txval11 = g_tTex1di4 . Sample(g_sSamp, float2(0.2, 0.3));
uint4 txval12 = g_tTex1du4 . Sample(g_sSamp, float2(0.3, 0.4));
float4 txval20 = g_tTex2df4 . Sample(g_sSamp, float3(0.1, 0.2, 0.3));
int4 txval21 = g_tTex2di4 . Sample(g_sSamp, float3(0.3, 0.4, 0.5));
uint4 txval22 = g_tTex2du4 . Sample(g_sSamp, float3(0.5, 0.6, 0.7));
float4 txval40 = g_tTexcdf4 . Sample(g_sSamp, float4(0.1, 0.2, 0.3, 0.4));
int4 txval41 = g_tTexcdi4 . Sample(g_sSamp, float4(0.4, 0.5, 0.6, 0.7));
uint4 txval42 = g_tTexcdu4 . Sample(g_sSamp, float4(0.7, 0.8, 0.9, 1.0));
psout.Color = 1.0;
psout.Depth = 1.0;
return psout;
}