[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) 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) 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) draw quad probe (0, 0) rgba (0.0, 0.2, 0.0, 0.4)