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Texture2DMS <float> g_tTex2dmsf1;
Texture2DMS <float2> g_tTex2dmsf2;
Texture2DMS <float3> g_tTex2dmsf3;
Texture2DMS <float4> g_tTex2dmsf4;
Texture2D <float> g_tTex2df1;
Texture2D <float2> g_tTex2df2;
Texture2D <float3> g_tTex2df3;
Texture2D <float4> g_tTex2df4;
SamplerState g_sSamp;
float4 main() : SV_Target0
{
uint MipLevel;
uint WidthU;
uint HeightU;
uint ElementsU;
uint DepthU;
uint NumberOfLevelsU;
uint NumberOfSamplesU;
g_tTex2dmsf1 . GetDimensions(WidthU, HeightU, NumberOfSamplesU);
g_tTex2dmsf2 . GetDimensions(WidthU, HeightU, NumberOfSamplesU);
g_tTex2dmsf3 . GetDimensions(WidthU, HeightU, NumberOfSamplesU);
g_tTex2dmsf4 . GetDimensions(WidthU, HeightU, NumberOfSamplesU);
g_tTex2dmsf1 . Load(int2(1,2), 3);
g_tTex2dmsf2 . Load(int2(1,2), 3);
g_tTex2dmsf3 . Load(int2(1,2), 3);
g_tTex2dmsf4 . Load(int2(1,2), 3);
g_tTex2df1 . Sample(g_sSamp, float2(.1, .2));
g_tTex2df2 . Sample(g_sSamp, float2(.1, .2));
g_tTex2df3 . Sample(g_sSamp, float2(.1, .2));
g_tTex2df4 . Sample(g_sSamp, float2(.1, .2));
return 0;
}