% The texel offset argument to Load() must resolve to a constant integer; % make sure that we can do so. [require] shader model >= 4.0 [srv 0] size (2d, 4, 4) 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 6 6 7 7 7 7 8 8 8 8 9 9 9 9 10 10 10 10 11 11 11 11 12 12 12 12 13 13 13 13 14 14 14 14 14 15 15 15 16 16 16 16 [pixel shader] Texture2D tex; uniform int i; float4 main() : sv_target { int4 a = {1, 2, i, i}; return 100 * a + tex.Load(int3(0, 0, 0), a.xy); } [test] uniform 0 int 4 todo(glsl) draw quad probe (0, 0) rgba (110, 210, 410, 410) [pixel shader] Texture2D tex; uniform int i; float4 main() : sv_target { int4 a = {0, 1, 2, i}; int4 b = a.yxww; int3 c = b.wyx; return 100 * b + tex.Load(int3(0, 0, 0), c.yz); } [test] uniform 0 int 3 todo(glsl) draw quad probe (0, 0) rgba (105, 5, 305, 305) [pixel shader] Texture2D tex; uniform int i; float4 main() : sv_target { int4 a = {1, 2, 3, i}; return tex.Load(int3(0, 0, 0), a.wzxx.yxw.zx); } [test] uniform 0 int 1 todo(glsl) draw quad probe (0, 0) rgba (14.0, 14.0, 14.0, 14.0)