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SamplerState g_sSamp : register(s0);
SamplerComparisonState g_sSampCmp : register(s1);
uniform Texture1D <float4> g_tTex : register(t3);
float4 main() : SV_Target0
{
// This texture is used with both shadow modes. It will need post-compilation
// legalization.
g_tTex.SampleCmp(g_sSampCmp, 0.1, 0.75);
g_tTex.Sample(g_sSamp, 0.1);
return 0;
}