//TEST(smoke):COMPARE_HLSL_RENDER: //TEST_INPUT: Texture2D(size=16, content=chessboard, format=R_Float32): //TEST_INPUT: Sampler : Texture2D g_texture : register(t0); SamplerState g_sampler : register(s0); cbuffer Uniforms { float4x4 modelViewProjection; } struct AssembledVertex { float3 position; float3 color; float2 uv; }; // Vertex Shader struct VertexStageInput { AssembledVertex assembledVertex : A; }; struct VertexStageOutput { float4 color : COLOR; float4 position : SV_Position; }; VertexStageOutput vertexMain(VertexStageInput input) { VertexStageOutput output; output.position = mul(modelViewProjection, float4(input.assembledVertex.position, 1.0)); output.color = float4(input.assembledVertex.color, 1.0f); return output; } // Fragment Shader float4 fragmentMain(VertexStageOutput input) : SV_Target { return g_texture.GatherRed(g_sampler, input.color.xy); }