Declare a pixel shader sampler.
dcl_samplerType s# |
where:
Pixel shader versions | 1_1 | 1_2 | 1_3 | 1_4 | 2_0 | 2_x | 2_sw | 3_0 | 3_sw |
---|---|---|---|---|---|---|---|---|---|
dcl_samplerType | x | x | x | x | x |
All dcl_samplerType instructions must appear before the first executable instruction.
dcl_cube t0.rgb; // Define a 3D texture map. add r0, r0, t0; // Perturb texture coordinates. texld r0, s0, r0; // Load r0 with a color sampled from stage0 // at perturbed texture coordinates r0. // This is a dependent texture read.