[require] shader model < 3.0 [sampler 0] filter point point point address wrap wrap wrap [srv 0] size (2d, 2, 2) 1.0 0.0 0.0 0.0 1.0 1.0 0.0 0.0 1.0 0.0 1.0 0.0 1.0 1.0 1.0 0.0 [vertex shader] void main(inout float4 pos : position, out float4 tex : texcoord) { tex = pos + 0.75; } [pixel shader d3dbc-hex] % TODO: Convert to assembly or HLSL. ffff0104 % ps_1_4 00000042 800f0000 b0e40000 % texld r0, t0 0000ffff % end [test] draw quad probe (320, 240) f32(1, 1, 1, 0) probe (480, 240) f32(1, 0, 1, 0) probe (320, 360) f32(1, 1, 0, 0) probe (480, 360) f32(1, 0, 0, 0)