title: how do i set UV coordination from Texture value without noise in HLSL
body: <p>i have UV render pass ( RG image )<br>
  <a href="https://i.stack.imgur.com/vZUrD.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/vZUrD.png" alt="enter image description here"></a> <br>
  i want to set the uv pass texture value to UV Coordinate without noise
  when i test it the result should pixlate noise like the below image <br>
  <a href="https://i.stack.imgur.com/XyGId.jpg" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/XyGId.jpg" alt="enter image description here"></a></p>
  
  <p>i have tested it in other shader languages like cgprogramm and GLSL<br>
  also test it in unity<br>
  and try using Zdepth for mipmap but i cant get anti aliased result<br>
  all the results are the same</p>
  
  <pre><code>float4x4 World;
  float4x4 View;
  float4x4 Projection;
  float4x4 WorldInverseTranspose;
  
  float4 AmbientColor = float4(1, 1, 1, 1);
  float AmbientIntensity = 0.1;
  
  float3 DiffuseLightDirection = float3(1, 0, 0);
  float4 DiffuseColor = float4(1, 1, 1, 1);
  float DiffuseIntensity = 1.0;
  
  float Shininess = 200;
  float4 SpecularColor = float4(1, 1, 1, 1);
  float SpecularIntensity = 1;
  float3 ViewVector = float3(1, 0, 0);
  
  texture ModelTexture;
  texture UvTexture;
  sampler2D textureSampler = sampler_state {
      Texture = (ModelTexture);
      MinFilter = Point;
      MagFilter = Point;
      AddressU = Wrap;
      AddressV = Wrap;
  };
  sampler2D textureSamplerUV = sampler_state {
      Texture = (UvTexture);
      MinFilter = Linear;
      MagFilter = Linear;
      AddressU = Clamp;
      AddressV = Clamp;
  };
  struct VertexShaderInput
  {
      float4 Position : POSITION0;
      float4 Normal : NORMAL0;
      float2 TextureCoordinate : TEXCOORD0;
  
  };
  
  struct VertexShaderOutput
  {
      float4 Position : POSITION0;
      float2 Color : COLOR0;
      float3 Normal : TEXCOORD0;
      float2 TextureCoordinate : TEXCOORD1;
  };
  
  VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
  {
      VertexShaderOutput output;
  
      float4 worldPosition = mul(input.Position, World);
      float4 viewPosition = mul(worldPosition, View);
      output.Position = mul(viewPosition, Projection);
  
      float4 normal = normalize(mul(input.Normal, WorldInverseTranspose));
      float lightIntensity = dot(normal, DiffuseLightDirection);
      output.Color = saturate(DiffuseColor * DiffuseIntensity * lightIntensity);
  
      output.Normal = normal;
  
      output.TextureCoordinate = input.TextureCoordinate;
      return output;
  }
  
  float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
  {
      //******* is here 
      float4 textureColorUV = tex2D(textureSamplerUV, input.TextureCoordinate);
  
      float2 cord = float2(textureColorUV[0],textureColorUV[1]);
  
      float4 textureColor = tex2D(textureSampler, cord);
  
      return saturate(textureColor);
  }
  
  technique Textured
  {
      pass Pass1
      {
          VertexShader = compile vs_1_1 VertexShaderFunction();
          PixelShader = compile ps_2_0 PixelShaderFunction();
      }
  }
  </code></pre>