blob: 8671c39fb7a41e84b01954fd8648cff27006b05f [file] [log] [blame]
Texture2D<float4> TextureF : register(t0);
Texture2D<uint4> TextureUI : register(t0);
Texture2D<int4> TextureI : register(t0);
SamplerState Sampler : register(s0);
void VS_Passthrough2D( in float2 inPosition : POSITION, in float2 inTexCoord : TEXCOORD0,
out float4 outPosition : SV_POSITION, out float2 outTexCoord : TEXCOORD0)
{
outPosition = float4(inPosition, 0.0f, 1.0f);
outTexCoord = inTexCoord;
}
float PS_PassthroughDepth2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_DEPTH
{
return TextureF.Sample(Sampler, inTexCoord).r;
}
float4 PS_PassthroughRGBA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return TextureF.Sample(Sampler, inTexCoord).rgba;
}
uint4 PS_PassthroughRGBA2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint2 size;
TextureUI.GetDimensions(size.x, size.y);
return TextureUI.Load(int3(size * inTexCoord, 0)).rgba;
}
int4 PS_PassthroughRGBA2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint2 size;
TextureI.GetDimensions(size.x, size.y);
return TextureI.Load(int3(size * inTexCoord, 0)).rgba;
}
float4 PS_PassthroughRGB2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return float4(TextureF.Sample(Sampler, inTexCoord).rgb, 1.0f);
}
uint4 PS_PassthroughRGB2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint2 size;
TextureUI.GetDimensions(size.x, size.y);
return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).rgb, 0);
}
int4 PS_PassthroughRGB2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint2 size;
TextureI.GetDimensions(size.x, size.y);
return int4(TextureI.Load(int3(size * inTexCoord, 0)).rgb, 0);
}
float4 PS_PassthroughRG2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return float4(TextureF.Sample(Sampler, inTexCoord).rg, 0.0f, 1.0f);
}
uint4 PS_PassthroughRG2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint2 size;
TextureUI.GetDimensions(size.x, size.y);
return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).rg, 0, 0);
}
int4 PS_PassthroughRG2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint2 size;
TextureI.GetDimensions(size.x, size.y);
return int4(TextureI.Load(int3(size * inTexCoord, 0)).rg, 0, 0);
}
float4 PS_PassthroughR2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return float4(TextureF.Sample(Sampler, inTexCoord).r, 0.0f, 0.0f, 1.0f);
}
uint4 PS_PassthroughR2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint2 size;
TextureUI.GetDimensions(size.x, size.y);
return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).r, 0, 0, 0);
}
int4 PS_PassthroughR2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
uint2 size;
TextureI.GetDimensions(size.x, size.y);
return int4(TextureI.Load(int3(size * inTexCoord, 0)).r, 0, 0, 0);
}
float4 PS_PassthroughLum2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return float4(TextureF.Sample(Sampler, inTexCoord).rrr, 1.0f);
}
float4 PS_PassthroughLumAlpha2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
{
return TextureF.Sample(Sampler, inTexCoord).rrra;
}