[require]
shader model >= 4.0

[sampler 0]
filter linear linear linear
address clamp clamp clamp

[texture 0]
size (2, 2)
levels 2

1.0 0.0 1.0 0.0     1.0 0.0 1.0 0.0
1.0 0.0 1.0 0.0     1.0 0.0 1.0 0.0

0.0 0.0 1.0 0.0

[pixel shader]
sampler s;
Texture2D t;
uniform float4 grad;

float4 main() : sv_target
{
    return t.SampleGrad(s, float2(0.5, 0.5), grad.xy, grad.zw);
}

[test]
uniform 0 float4 0.0 0.0 0.0 0.0
draw quad
probe all rgba (1.0, 0.0, 1.0, 0.0)
uniform 0 float4 1.0 1.0 1.0 1.0
draw quad
probe all rgba (0.0, 0.0, 1.0, 0.0)
uniform 0 float4 2.0 2.0 2.0 2.0
draw quad
probe all rgba (0.0, 0.0, 1.0, 0.0)