[require] shader model >= 4.1 [srv 0] format r32g32b32a32 float size (2dms, 4, 2, 2) [pixel shader todo] Texture2DMS t; float4 main() : sv_target { return float4(t.GetSamplePosition(0), t.GetSamplePosition(1)); } [test] todo(sm<6) draw quad probe all rgba (-0.125, -0.375, 0.375, -0.125)