58 lines
1.1 KiB
GLSL
58 lines
1.1 KiB
GLSL
|
SamplerState g_sSamp : register(s0);
|
||
|
|
||
|
RWTexture1D <float4> g_tTex1df4 : register(t0);
|
||
|
RWTexture1D <int4> g_tTex1di4;
|
||
|
RWTexture1D <uint4> g_tTex1du4;
|
||
|
|
||
|
RWTexture2D <float4> g_tTex2df4;
|
||
|
RWTexture2D <int4> g_tTex2di4;
|
||
|
RWTexture2D <uint4> g_tTex2du4;
|
||
|
|
||
|
RWTexture3D <float4> g_tTex3df4;
|
||
|
RWTexture3D <int4> g_tTex3di4;
|
||
|
RWTexture3D <uint4> g_tTex3du4;
|
||
|
|
||
|
RWTexture1DArray <float4> g_tTex1df4a;
|
||
|
RWTexture1DArray <int4> g_tTex1di4a;
|
||
|
RWTexture1DArray <uint4> g_tTex1du4a;
|
||
|
|
||
|
RWTexture2DArray <float4> g_tTex2df4a;
|
||
|
RWTexture2DArray <int4> g_tTex2di4a;
|
||
|
RWTexture2DArray <uint4> g_tTex2du4a;
|
||
|
|
||
|
struct PS_OUTPUT
|
||
|
{
|
||
|
float4 Color : SV_Target0;
|
||
|
float Depth : SV_Depth;
|
||
|
};
|
||
|
|
||
|
uniform int c1;
|
||
|
uniform int2 c2;
|
||
|
uniform int3 c3;
|
||
|
uniform int4 c4;
|
||
|
|
||
|
uniform int o1;
|
||
|
uniform int2 o2;
|
||
|
uniform int3 o3;
|
||
|
uniform int4 o4;
|
||
|
|
||
|
PS_OUTPUT main()
|
||
|
{
|
||
|
PS_OUTPUT psout;
|
||
|
|
||
|
// 1D
|
||
|
g_tTex1df4a.Load(c2);
|
||
|
g_tTex1di4a.Load(c2);
|
||
|
g_tTex1du4a.Load(c2);
|
||
|
|
||
|
// 2D
|
||
|
g_tTex2df4a.Load(c3);
|
||
|
g_tTex2di4a.Load(c3);
|
||
|
g_tTex2du4a.Load(c3);
|
||
|
|
||
|
psout.Color = 1.0;
|
||
|
psout.Depth = 1.0;
|
||
|
|
||
|
return psout;
|
||
|
}
|