[require] shader model >= 3.0 options: backcompat [sampler 0] filter linear linear linear address clamp clamp clamp [srv 0] size (2d, 2, 2) levels 2 1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0 1.0 0.0 0.0 0.0 1.0 0.0 [pixel shader fail(sm>=6)] sampler s; float4 grad; float4 main() : sv_target { return tex2D(s, float2(0.5, 0.5), grad.xy, grad.zw); } [test] uniform 0 float4 0.0 0.0 0.0 0.0 todo(glsl) draw quad probe (0,0) rgba (1.0, 0.0, 1.0, 0.0) uniform 0 float4 1.0 1.0 1.0 1.0 todo(glsl) draw quad probe (0,0) rgba (0.0, 0.0, 1.0, 0.0) uniform 0 float4 2.0 2.0 2.0 2.0 todo(glsl) draw quad probe (0,0) rgba (0.0, 0.0, 1.0, 0.0) [pixel shader fail(sm>=6)] sampler s; float4 grad; float4 main() : sv_target { return tex2Dgrad(s, float2(0.5, 0.5), grad.xy, grad.zw); } [test] uniform 0 float4 0.0 0.0 0.0 0.0 todo(glsl) draw quad probe (0,0) rgba (1.0, 0.0, 1.0, 0.0) uniform 0 float4 1.0 1.0 1.0 1.0 todo(glsl) draw quad probe (0,0) rgba (0.0, 0.0, 1.0, 0.0) uniform 0 float4 2.0 2.0 2.0 2.0 todo(glsl) draw quad probe (0,0) rgba (0.0, 0.0, 1.0, 0.0) [require] shader model >= 4.0 [pixel shader] sampler s; Texture2D t; uniform float4 grad; float4 main() : sv_target { return t.SampleGrad(s, float2(0.5, 0.5), grad.xy, grad.zw); } [test] uniform 0 float4 0.0 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (1.0, 0.0, 1.0, 0.0) uniform 0 float4 1.0 1.0 1.0 1.0 todo(glsl) draw quad probe (0, 0) rgba (0.0, 0.0, 1.0, 0.0) uniform 0 float4 2.0 2.0 2.0 2.0 todo(glsl) draw quad probe (0, 0) rgba (0.0, 0.0, 1.0, 0.0)