[require]
shader model >= 4.1


[srv 0]
format r32g32b32a32-float
size (2dms, 4, 2, 2)

[pixel shader todo]
Texture2DMS<float4, 2> t;

float4 main() : sv_target
{
    return float4(t.GetSamplePosition(0), t.GetSamplePosition(1));
}

[test]
todo(sm<6) draw quad
probe (0, 0) rgba (-0.125, -0.375, 0.375, -0.125)