[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] draw quad probe all 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] draw quad probe all 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] draw quad probe all 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] draw quad probe all 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] draw quad probe all 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] draw quad probe all 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 draw quad probe all rgba (0.1, 0.2, 0.2, 0.1)