SamplerState g_sSamp : register(s0); | |
Texture2DMS <float4> g_tTex2dmsf4; | |
Texture2DMSArray <float4> g_tTex2dmsf4a; | |
struct PS_OUTPUT | |
{ | |
float4 Color : SV_Target0; | |
float Depth : SV_Depth; | |
}; | |
PS_OUTPUT main(int sample : SAMPLE) | |
{ | |
PS_OUTPUT psout; | |
float2 r00 = g_tTex2dmsf4.GetSamplePosition(sample); | |
float2 r01 = g_tTex2dmsf4a.GetSamplePosition(sample); | |
psout.Color = 1.0; | |
psout.Depth = 1.0; | |
return psout; | |
} |