[require] shader model >= 4.0 [sampler 0] filter linear linear linear address clamp clamp clamp comparison never [srv 0] format r32 float shadow size (2d, 2, 2) 0.5 0.5 0.5 0.5 [pixel shader] Texture2D t : register(t0); SamplerComparisonState s : register(s0); float4 main() : sv_target { float ref = 0.5, delta = 0.00000007; return float4( t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref - delta), t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref), t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref + delta), 1.0); } [test] todo(glsl) draw quad probe all rgba (0.0, 0.0, 0.0, 1.0) [sampler 0] filter linear linear linear address clamp clamp clamp comparison less [test] todo(glsl) draw quad probe all rgba (1.0, 0.0, 0.0, 1.0) [sampler 0] filter linear linear linear address clamp clamp clamp comparison equal [test] todo(glsl) draw quad probe all rgba (0.0, 1.0, 0.0, 1.0) [sampler 0] filter linear linear linear address clamp clamp clamp comparison less equal [test] todo(glsl) draw quad probe all rgba (1.0, 1.0, 0.0, 1.0) [sampler 0] filter linear linear linear address clamp clamp clamp comparison greater [test] todo(glsl) draw quad probe all rgba (0.0, 0.0, 1.0, 1.0) [sampler 0] filter linear linear linear address clamp clamp clamp comparison not equal [test] todo(glsl) draw quad probe all rgba (1.0, 0.0, 1.0, 1.0) [sampler 0] filter linear linear linear address clamp clamp clamp comparison greater equal [test] todo(glsl) draw quad probe all rgba (0.0, 1.0, 1.0, 1.0) [sampler 0] filter linear linear linear address clamp clamp clamp comparison always [test] todo(glsl) draw quad probe all rgba (1.0, 1.0, 1.0, 1.0) [sampler 0] filter linear linear linear address clamp clamp clamp comparison greater % Non-constant ref [pixel shader] Texture2D t : register(t0); SamplerComparisonState s : register(s0); float ref, delta; float4 main() : sv_target { return float4( t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref - delta), t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref), t.SampleCmpLevelZero(s, float2(0.5, 0.5), ref + delta), 1.0); } [test] uniform 0 float 0.5 uniform 1 float 0.00000007 todo(glsl) draw quad probe all rgba (0.0, 0.0, 1.0, 1.0) [pixel shader] Texture2D t : register(t0); SamplerComparisonState s : register(s0); float ref; float4 main() : sv_target { float delta = 0.00000007; return float4( t.SampleCmp(s, float2(0.5, 0.5), ref - delta), t.SampleCmp(s, float2(0.5, 0.5), 0.5), t.SampleCmp(s, float2(0.5, 0.5), ref + delta), 1.0); } [test] uniform 0 float 0.5 todo(glsl) draw quad probe all rgba (0.0, 0.0, 1.0, 1.0)