| 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; | |
| } |