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//TEST:CROSS_COMPILE(filecheck=CHECK): -profile ps_5_0 -entry main -target glsl

// CHECK: float {{.*}} = (textureLod(sampler2DShadow(shadowMap_0,sampler_0), ({{.*}}), (0.0)));
// CHECK: float {{.*}} = (textureLodOffset(sampler2DShadow(shadowMap_0,sampler_0), ({{.*}}), (0.0), (ivec2(1, 1))));
// CHECK: float {{.*}} = (textureLod(sampler2DShadow(shadowMap_0,sampler_0), ({{.*}}), (1.5)));
// CHECK: float {{.*}} = (textureLodOffset(sampler2DShadow(shadowMap_0,sampler_0), ({{.*}}), (1.5), (ivec2(2, 2))));

Texture2D shadowMap;
SamplerComparisonState sampler;
float4 main(float4 p : SV_POSITION)
{
    return shadowMap.SampleCmpLevelZero(sampler, float2(0.0), 0.0)
         + shadowMap.SampleCmpLevelZero(sampler, float2(0.0), 0.0, int2(1,1))
         + shadowMap.SampleCmpLevel(sampler, float2(0.0), 0.0, 1.5)
         + shadowMap.SampleCmpLevel(sampler, float2(0.0), 0.0, 1.5, int2(2,2));
}