[require] shader model >= 4.1 [sampler 0] filter linear linear linear address clamp clamp clamp [srv 0] size (2d, 3, 3) 0.0 0.0 0.0 0.4 0.1 0.0 0.5 0.0 0.2 0.0 0.0 0.4 0.0 0.1 0.5 0.0 0.1 0.1 0.0 0.4 0.2 0.1 0.5 0.0 0.0 0.2 0.0 0.4 0.1 0.2 0.5 0.0 0.2 0.2 0.0 0.4 [pixel shader] sampler s; Texture2D t; float4 main() : sv_target { return t.Gather(s, float2(0.2, 0.2), int2(1, 0)); } [test] todo(glsl | msl) draw quad probe (0, 0) rgba (0.1, 0.2, 0.2, 0.1) [pixel shader] sampler s; Texture2D t; float4 main() : sv_target { return t.GatherRed(s, float2(0.6, 0.6), int2(-1, 0)); } [test] todo(glsl | msl) draw quad probe (0, 0) rgba (0.0, 0.1, 0.1, 0.0) [require] shader model >= 5.0 [pixel shader] SamplerState s; Texture2D t; float4 main() : sv_target { return t.GatherGreen(s, float2(0.2, 0.2), int2(0, 1)); } [test] todo(glsl | msl) draw quad probe (0, 0) rgba (0.2, 0.2, 0.1, 0.1) [pixel shader] SamplerState s; Texture2D t; float4 main() : sv_target { return t.GatherGreen(s, float2(0.8, 0.8), int2(-1, -1)); } [test] todo(glsl | msl) draw quad probe (0, 0) rgba (0.1, 0.1, 0.0, 0.0) [pixel shader] SamplerState s; Texture2D t; float4 main() : sv_target { return t.GatherBlue(s, float2(0.2, 0.8), int2(1, 0)); } [test] todo(glsl | msl) draw quad probe (0, 0) rgba (0.5, 0.0, 0.5, 0.0) [pixel shader] SamplerState s; Texture2D t; float4 main() : sv_target { return t.GatherAlpha(s, float2(0.2, 0.8), int2(0, -1)); } [test] todo(glsl | msl) draw quad probe (0, 0) rgba (0.0, 0.4, 0.0, 0.4) [pixel shader] sampler s; Texture2D t; uniform int2 offset; float4 main() : sv_target { return t.Gather(s, float2(0.2, 0.2), offset); } [test] uniform 0 int4 1 0 0 0 todo(glsl | msl) draw quad probe (0, 0) rgba (0.1, 0.2, 0.2, 0.1)