45 lines
994 B
GLSL
45 lines
994 B
GLSL
SamplerState g_sSamp : register(s0);
|
|
|
|
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 PS_OUTPUT
|
|
{
|
|
float4 Color : SV_Target0;
|
|
float Depth : SV_Depth;
|
|
};
|
|
|
|
PS_OUTPUT main()
|
|
{
|
|
PS_OUTPUT psout;
|
|
|
|
// no 1D Gathers
|
|
|
|
float4 txval20 = g_tTex2df4 . Gather(g_sSamp, float2(0.1, 0.2), int2(1,0));
|
|
int4 txval21 = g_tTex2di4 . Gather(g_sSamp, float2(0.3, 0.4), int2(1,1));
|
|
uint4 txval22 = g_tTex2du4 . Gather(g_sSamp, float2(0.5, 0.6), int2(1,-1));
|
|
|
|
// no 3D gathers
|
|
// No Cube offset gathers
|
|
|
|
psout.Color = 1.0;
|
|
psout.Depth = 1.0;
|
|
|
|
return psout;
|
|
}
|