bgfx/3rdparty/glslang/Test/hlsl.sample.offsetarray.dx10.frag

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2016-12-16 01:19:54 +03:00
SamplerState g_sSamp : register(s0);
Texture1DArray g_tTex1df4a : register(t1);
uniform Texture1DArray <float4> g_tTex1df4 : register(t0);
Texture1DArray <int4> g_tTex1di4;
Texture1DArray <uint4> g_tTex1du4;
Texture2DArray <float4> g_tTex2df4;
Texture2DArray <int4> g_tTex2di4;
Texture2DArray <uint4> g_tTex2du4;
struct PS_OUTPUT
{
float4 Color : SV_Target0;
float Depth : SV_Depth;
};
PS_OUTPUT main()
{
PS_OUTPUT psout;
float4 txval10 = g_tTex1df4 . Sample(g_sSamp, float2(0.1, 0.2), 0);
int4 txval11 = g_tTex1di4 . Sample(g_sSamp, float2(0.2, 0.3), 1);
uint4 txval12 = g_tTex1du4 . Sample(g_sSamp, float2(0.3, 0.4), 2);
float4 txval20 = g_tTex2df4 . Sample(g_sSamp, float3(0.1, 0.2, 0.3), int2(0,0));
int4 txval21 = g_tTex2di4 . Sample(g_sSamp, float3(0.3, 0.4, 0.5), int2(0,0));
uint4 txval22 = g_tTex2du4 . Sample(g_sSamp, float3(0.5, 0.6, 0.7), int2(0,1));
// No offset array forms for 3D or cube
psout.Color = 1.0;
psout.Depth = 1.0;
return psout;
}