Order of Tex2D in shader

The thing is I use SampleLevel not tex2D nor texlod.

I’ve just made some tests:
ps_4_0 -> No error
ps_4_0_level_9_1 -> texlod not supported on this target
ps_4_0_level_9_3 -> texlod not supported on this target
ps_5_0 -> No error

At least I can use ps_4_0 :slight_smile: (as i was using ps_4_0_level_9_1 before, I went only up in the shadermodels, what can the most can the least, seems false now)

The declaration is the same as above:

Texture2D brightpass;
SamplerState downsampler
{
    Texture = <brightpass>;
    MinFilter = LINEAR;
    MagFilter = LINEAR;
    MipFilter = LINEAR;
    AddressU = CLAMP;
    AddressV = CLAMP;
};

and in the code (this is the ONLY texture sampling use in the whole code):

...
result += brightpass.SampleLevel(downsampler, input.tex + texOffset, 0).rgba;
...

So… would it be MojoShader that translates SampleLevel to texlod with ps_4_0_level_9_1 and ps_4_0_level_9_3 internally ?