| 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; |
| |
| float4 txval10 = g_tTex1df4 . SampleBias(g_sSamp, 0.1, 0.5, 1); |
| int4 txval11 = g_tTex1di4 . SampleBias(g_sSamp, 0.2, 0.5, 1); |
| uint4 txval12 = g_tTex1du4 . SampleBias(g_sSamp, 0.3, 0.5, 1); |
| |
| float4 txval20 = g_tTex2df4 . SampleBias(g_sSamp, float2(0.1, 0.2), 0.5, int2(1,0)); |
| int4 txval21 = g_tTex2di4 . SampleBias(g_sSamp, float2(0.3, 0.4), 0.5, int2(1,1)); |
| uint4 txval22 = g_tTex2du4 . SampleBias(g_sSamp, float2(0.5, 0.6), 0.5, int2(1,-1)); |
| |
| float4 txval30 = g_tTex3df4 . SampleBias(g_sSamp, float3(0.1, 0.2, 0.3), 0.5, int3(1,0,1)); |
| int4 txval31 = g_tTex3di4 . SampleBias(g_sSamp, float3(0.4, 0.5, 0.6), 0.5, int3(1,1,1)); |
| uint4 txval32 = g_tTex3du4 . SampleBias(g_sSamp, float3(0.7, 0.8, 0.9), 0.5, int3(1,0,-1)); |
| |
| // There are no offset forms of cube textures, so we do not test them. |
| |
| psout.Color = 1.0; |
| psout.Depth = 1.0; |
| |
| return psout; |
| } |