[require]
shader model >= 4.0

[sampler 0]
filter point point point
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.Sample(s, float2(0.5, 0.5), int2(0, 1));
}

[test]
todo(glsl | msl) draw quad
probe (0, 0) rgba (0.1, 0.2, 0.5, 0.0)


[pixel shader]
sampler s;
Texture2D t;

float4 main() : sv_target
{
    return t.Sample(s, float2(0.1, 0.5), int2(2, 1));
}

[test]
todo(glsl | msl) draw quad
probe (0, 0) rgba (0.2, 0.2, 0.0, 0.4)


[pixel shader]
sampler s;
Texture2D t;

float4 main() : sv_target
{
    return t.Sample(s, float2(0.9, 0.5), int2(-2, 1));
}

[test]
todo(glsl | msl) draw quad
probe (0, 0) rgba (0.0, 0.2, 0.0, 0.4)