| SamplerComparisonState g_sSamp : register(s0); |
| |
| 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; |
| |
| Texture1DArray <float4> g_tTex1df4a; |
| Texture1DArray <int4> g_tTex1di4a; |
| Texture1DArray <uint4> g_tTex1du4a; |
| |
| Texture2DArray <float4> g_tTex2df4a; |
| Texture2DArray <int4> g_tTex2di4a; |
| Texture2DArray <uint4> g_tTex2du4a; |
| |
| TextureCubeArray <float4> g_tTexcdf4a; |
| TextureCubeArray <int4> g_tTexcdi4a; |
| TextureCubeArray <uint4> g_tTexcdu4a; |
| |
| struct PS_OUTPUT |
| { |
| float4 Color : SV_Target0; |
| float Depth : SV_Depth; |
| }; |
| |
| PS_OUTPUT main() |
| { |
| PS_OUTPUT psout; |
| |
| // 1D |
| float r00 = g_tTex1df4 . SampleCmp(g_sSamp, 0.1, 0.75); |
| float r02 = g_tTex1di4 . SampleCmp(g_sSamp, 0.1, 0.75); |
| float r04 = g_tTex1du4 . SampleCmp(g_sSamp, 0.1, 0.75); |
| |
| // 2D |
| float r20 = g_tTex2df4 . SampleCmp(g_sSamp, float2(0.1, 0.2), 0.75); |
| float r22 = g_tTex2di4 . SampleCmp(g_sSamp, float2(0.1, 0.2), 0.75); |
| float r24 = g_tTex2du4 . SampleCmp(g_sSamp, float2(0.1, 0.2), 0.75); |
| |
| // *** There's no SampleCmp on 3D textures |
| |
| float r50 = g_tTexcdf4 . SampleCmp(g_sSamp, float3(0.1, 0.2, 0.3), 0.75); |
| float r52 = g_tTexcdi4 . SampleCmp(g_sSamp, float3(0.1, 0.2, 0.3), 0.75); |
| float r54 = g_tTexcdu4 . SampleCmp(g_sSamp, float3(0.1, 0.2, 0.3), 0.75); |
| |
| psout.Color = 1.0; |
| psout.Depth = 1.0; |
| |
| return psout; |
| } |