Texture2D g_tex2DTest : register(t2); SamplerState g_tex2DTest_sampler : register(s3); struct VSOut { float4 f4Position : SV_Position; float2 f2UV : UV; }; float4 main(VSOut In) : SV_Target { float4 Color0 = g_tex2DTest.SampleLevel(g_tex2DTest_sampler, In.f2UV, 0); float4 Color1 = g_tex2DTest.SampleLevel(g_tex2DTest_sampler, In.f2UV, 2); float4 Color2 = g_tex2DTest.SampleLevel(g_tex2DTest_sampler, In.f2UV, 4); float4 Color3 = g_tex2DTest.SampleLevel(g_tex2DTest_sampler, In.f2UV, 5); if( In.f2UV.x < 0.5 && In.f2UV.y < 0.5 ) return Color0; else if( In.f2UV.x > 0.5 && In.f2UV.y < 0.5 ) return Color1; else if( In.f2UV.x < 0.5 && In.f2UV.y > 0.5 ) return Color2; else return Color3; }