bgfx/3rdparty/glslang/Test/hlsl.gather.basic.dx10.vert
Branimir Karadžić f46d6a5803 Added glslang.
2016-12-15 14:19:54 -08:00

47 lines
1.1 KiB
GLSL

SamplerState g_sSamp : register(s0);
uniform sampler2D g_sSamp2d;
Texture1D g_tTex1df4a : register(t1);
uniform Texture1D <float4> g_tTex1df4 : register(t0);
Texture1D <int4> g_tTex1di4;
Texture1D <uint4> g_tTex1du4;
Texture2D <float4> g_tTex2df4;
Texture2D <int4> g_tTex2di4;
Texture2D <uint4> g_tTex2du4;
Texture3D <float4> g_tTex3df4;
Texture3D <int4> g_tTex3di4;
Texture3D <uint4> g_tTex3du4;
TextureCube <float4> g_tTexcdf4;
TextureCube <int4> g_tTexcdi4;
TextureCube <uint4> g_tTexcdu4;
struct VS_OUTPUT
{
float4 Pos : SV_Position;
};
VS_OUTPUT main()
{
VS_OUTPUT vsout;
// no 1D gathers
float4 txval20 = g_tTex2df4 . Gather(g_sSamp, float2(0.1, 0.2));
int4 txval21 = g_tTex2di4 . Gather(g_sSamp, float2(0.3, 0.4));
uint4 txval22 = g_tTex2du4 . Gather(g_sSamp, float2(0.5, 0.6));
// no 3D gathers
float4 txval40 = g_tTexcdf4 . Gather(g_sSamp, float3(0.1, 0.2, 0.3));
int4 txval41 = g_tTexcdi4 . Gather(g_sSamp, float3(0.4, 0.5, 0.6));
uint4 txval42 = g_tTexcdu4 . Gather(g_sSamp, float3(0.7, 0.8, 0.9));
vsout.Pos = float4(0,0,0,0);
return vsout;
}