78 lines
2.2 KiB
GLSL
78 lines
2.2 KiB
GLSL
SamplerState g_sSamp : register(s0);
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uniform sampler2D g_sSamp2d;
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Texture1D g_tTex1df4a : register(t1);
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uniform Texture1D <float4> g_tTex1df4 : register(t0);
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Texture1D <int4> g_tTex1di4;
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Texture1D <uint4> g_tTex1du4;
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Texture2D <float4> g_tTex2df4;
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Texture2D <int4> g_tTex2di4;
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Texture2D <uint4> g_tTex2du4;
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Texture3D <float4> g_tTex3df4;
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Texture3D <int4> g_tTex3di4;
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Texture3D <uint4> g_tTex3du4;
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TextureCube <float4> g_tTexcdf4;
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TextureCube <int4> g_tTexcdi4;
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TextureCube <uint4> g_tTexcdu4;
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struct PS_OUTPUT
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{
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float4 Color : SV_Target0;
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float Depth : SV_Depth;
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};
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uniform float c1;
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uniform float2 c2;
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uniform float3 c3;
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uniform float4 c4;
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PS_OUTPUT main()
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{
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PS_OUTPUT psout;
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// no 1D gathers
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float4 txval00 = g_tTex2df4 . GatherRed(g_sSamp, c2);
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int4 txval01 = g_tTex2di4 . GatherRed(g_sSamp, c2);
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uint4 txval02 = g_tTex2du4 . GatherRed(g_sSamp, c2);
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float4 txval10 = g_tTex2df4 . GatherGreen(g_sSamp, c2);
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int4 txval11 = g_tTex2di4 . GatherGreen(g_sSamp, c2);
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uint4 txval12 = g_tTex2du4 . GatherGreen(g_sSamp, c2);
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float4 txval20 = g_tTex2df4 . GatherBlue(g_sSamp, c2);
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int4 txval21 = g_tTex2di4 . GatherBlue(g_sSamp, c2);
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uint4 txval22 = g_tTex2du4 . GatherBlue(g_sSamp, c2);
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float4 txval30 = g_tTex2df4 . GatherAlpha(g_sSamp, c2);
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int4 txval31 = g_tTex2di4 . GatherAlpha(g_sSamp, c2);
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uint4 txval32 = g_tTex2du4 . GatherAlpha(g_sSamp, c2);
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// no 3D gathers
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float4 txval40 = g_tTexcdf4 . GatherRed(g_sSamp, c3);
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int4 txval41 = g_tTexcdi4 . GatherRed(g_sSamp, c3);
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uint4 txval42 = g_tTexcdu4 . GatherRed(g_sSamp, c3);
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float4 txval50 = g_tTexcdf4 . GatherGreen(g_sSamp, c3);
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int4 txval51 = g_tTexcdi4 . GatherGreen(g_sSamp, c3);
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uint4 txval52 = g_tTexcdu4 . GatherGreen(g_sSamp, c3);
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float4 txval60 = g_tTexcdf4 . GatherBlue(g_sSamp, c3);
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int4 txval61 = g_tTexcdi4 . GatherBlue(g_sSamp, c3);
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uint4 txval62 = g_tTexcdu4 . GatherBlue(g_sSamp, c3);
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float4 txval70 = g_tTexcdf4 . GatherAlpha(g_sSamp, c3);
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int4 txval71 = g_tTexcdi4 . GatherAlpha(g_sSamp, c3);
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uint4 txval72 = g_tTexcdu4 . GatherAlpha(g_sSamp, c3);
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psout.Color = 1.0;
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psout.Depth = 1.0;
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return psout;
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}
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