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; | |
} |