Bilinear texture sampling in compute shader

I’m trying to use the Texture2D::Gather() function to sample a texture with bilinear filtering in a Compute Shader 5.0 kernel. For some reason it always seems to use nearest neighbour. Does anyone have any examples where this works properly?

I’m trying to use the Texture2D::Gather() function to sample a texture with bilinear filtering in a Compute Shader 5.0 kernel. For some reason it always seems to use nearest neighbour. Does anyone have any examples where this works properly?