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sampler g_sam : register(t0);
sampler1D g_sam1D : register(t1);
sampler2D g_sam2D : register(t2);
sampler3D g_sam3D : register(t3);
samplerCUBE g_samCube : register(t4);
struct PS_OUTPUT
{
float4 Color : SV_Target0;
float Depth : SV_Depth;
};
PS_OUTPUT main()
{
PS_OUTPUT psout;
float4 ColorOut = float4(0,0,0,0);
ColorOut += tex2D( g_sam , float2(0.4,0.3));
ColorOut += tex1D( g_sam1D, 0.5);
ColorOut += tex2D( g_sam2D, float2(0.5,0.6));
ColorOut += tex3D( g_sam3D, float3(0.5,0.6,0.4));
ColorOut += texCUBE( g_samCube, float3(0.5,0.6,0.4));
ColorOut += tex2Dlod( g_sam , float4(0.4,0.3,0.0,0.0));
ColorOut += tex1Dlod( g_sam1D, float4(0.5,0.0,0.0,0.0));
ColorOut += tex2Dlod( g_sam2D, float4(0.5,0.6,0.0,0.0));
ColorOut += tex3Dlod( g_sam3D, float4(0.5,0.6,0.4,0.0));
ColorOut += texCUBElod( g_samCube, float4(0.5,0.6,0.4,0.0));
psout.Color = ColorOut / 10.0f;
psout.Depth = 1.0;
return psout;
}