[require] shader model >= 4.0 [texture 0] size (3, 3) 0 0 0 1 1 0 0 1 2 0 0 1 0 1 0 1 1 1 0 1 2 1 0 1 0 2 0 1 1 2 0 1 2 2 0 1 [pixel shader] Texture2D t; float4 main(float4 pos : sv_position) : sv_target { return t.Load(int3(pos.xy, 0), int2(0, 1)); } [test] todo(sm>=6) draw quad probe (0, 0) rgba (0, 1, 0, 1) probe (1, 0) rgba (1, 1, 0, 1) probe (0, 1) rgba (0, 2, 0, 1) probe (1, 1) rgba (1, 2, 0, 1) [pixel shader] Texture2D t; float4 main(float4 pos : sv_position) : sv_target { return t.Load(int3(pos.xy, 0), int2(-2, 0)); } [test] todo(sm>=6) draw quad probe (3, 0) rgba (1, 0, 0, 1) probe (4, 0) rgba (2, 0, 0, 1) probe (3, 1) rgba (1, 1, 0, 1) probe (4, 1) rgba (2, 1, 0, 1) [pixel shader fail] Texture2D t; float4 main(float4 pos : sv_position) : sv_target { return t.Load(int3(pos.xy, 0), int2(8, 1)); }