74 lines
1.4 KiB
GLSL
74 lines
1.4 KiB
GLSL
SamplerState g_sSamp : register(s0);
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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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Texture1DArray <float4> g_tTex1df4a;
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Texture1DArray <int4> g_tTex1di4a;
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Texture1DArray <uint4> g_tTex1du4a;
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Texture2DArray <float4> g_tTex2df4a;
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Texture2DArray <int4> g_tTex2di4a;
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Texture2DArray <uint4> g_tTex2du4a;
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struct PS_OUTPUT
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{
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float4 Color : SV_Target0;
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};
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uniform int c1;
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uniform int2 c2;
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uniform int3 c3;
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uniform int4 c4;
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uniform int o1;
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uniform int2 o2;
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uniform int3 o3;
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uniform int4 o4;
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int4 Fn1(in int4 x) { return x; }
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uint4 Fn1(in uint4 x) { return x; }
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float4 Fn1(in float4 x) { return x; }
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float4 SomeValue() { return c4; }
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PS_OUTPUT main()
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{
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PS_OUTPUT psout;
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// 1D
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g_tTex1df4[c1];
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float4 r00 = g_tTex1df4[c1];
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int4 r01 = g_tTex1di4[c1];
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uint4 r02 = g_tTex1du4[c1];
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// 2D
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float4 r10 = g_tTex2df4[c2];
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int4 r11 = g_tTex2di4[c2];
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uint4 r12 = g_tTex2du4[c2];
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// 3D
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float4 r20 = g_tTex3df4[c3];
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int4 r21 = g_tTex3di4[c3];
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uint4 r22 = g_tTex3du4[c3];
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// Test function calling
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Fn1(g_tTex1df4[c1]); // in
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Fn1(g_tTex1di4[c1]); // in
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Fn1(g_tTex1du4[c1]); // in
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psout.Color = 1.0;
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return psout;
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}
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