15 lines
492 B
GLSL
15 lines
492 B
GLSL
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Texture2DArray g_tTex2df4a;
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Texture2D g_tTex2df4;
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float4 main() : SV_Target0
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{
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return g_tTex2df4.mips[2][uint2(3, 4)] +
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// test float->uint cast on the mip arg
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g_tTex2df4a.mips[5.2][uint3(6, 7, 8)] +
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// Test nesting involving .mips operators:
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// ....outer operator mip level...... .....outer operator coordinate....
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g_tTex2df4.mips[ g_tTex2df4.mips[9][uint2(10,11)][0] ][ g_tTex2df4.mips[13][uint2(14,15)].xy ];
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}
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