
Texture2D<float4> 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;
}
