| SamplerState g_sSamp : register(s0); |
| |
| RWTexture1D <float4> g_tTex1df4 : register(t0); |
| RWTexture1D <int4> g_tTex1di4; |
| RWTexture1D <uint4> g_tTex1du4; |
| |
| RWTexture2D <float4> g_tTex2df4; |
| RWTexture2D <int4> g_tTex2di4; |
| RWTexture2D <uint4> g_tTex2du4; |
| |
| RWTexture3D <float4> g_tTex3df4; |
| RWTexture3D <int4> g_tTex3di4; |
| RWTexture3D <uint4> g_tTex3du4; |
| |
| RWTexture1DArray <float4> g_tTex1df4a; |
| RWTexture1DArray <int4> g_tTex1di4a; |
| RWTexture1DArray <uint4> g_tTex1du4a; |
| |
| RWTexture2DArray <float4> g_tTex2df4a; |
| RWTexture2DArray <int4> g_tTex2di4a; |
| RWTexture2DArray <uint4> g_tTex2du4a; |
| |
| struct PS_OUTPUT |
| { |
| float4 Color : SV_Target0; |
| float Depth : SV_Depth; |
| }; |
| |
| uniform int c1; |
| uniform int2 c2; |
| uniform int3 c3; |
| uniform int4 c4; |
| |
| uniform int o1; |
| uniform int2 o2; |
| uniform int3 o3; |
| uniform int4 o4; |
| |
| PS_OUTPUT main() |
| { |
| PS_OUTPUT psout; |
| |
| // 1D |
| g_tTex1df4a.Load(c2); |
| g_tTex1di4a.Load(c2); |
| g_tTex1du4a.Load(c2); |
| |
| // 2D |
| g_tTex2df4a.Load(c3); |
| g_tTex2di4a.Load(c3); |
| g_tTex2du4a.Load(c3); |
| |
| psout.Color = 1.0; |
| psout.Depth = 1.0; |
| |
| return psout; |
| } |