LoopDawg | a2f3d28 | 2016-07-22 08:28:11 -0600 | [diff] [blame] | 1 | SamplerState g_sSamp : register(s0); |
| 2 | uniform sampler2D g_sSamp2d; |
| 3 | |
| 4 | Texture1D g_tTex1df4a : register(t1); |
| 5 | |
| 6 | uniform Texture1D <float4> g_tTex1df4 : register(t0); |
| 7 | Texture1D <int4> g_tTex1di4; |
| 8 | Texture1D <uint4> g_tTex1du4; |
| 9 | |
| 10 | Texture2D <float4> g_tTex2df4; |
| 11 | Texture2D <int4> g_tTex2di4; |
| 12 | Texture2D <uint4> g_tTex2du4; |
| 13 | |
| 14 | Texture3D <float4> g_tTex3df4; |
| 15 | Texture3D <int4> g_tTex3di4; |
| 16 | Texture3D <uint4> g_tTex3du4; |
| 17 | |
| 18 | TextureCube <float4> g_tTexcdf4; |
| 19 | TextureCube <int4> g_tTexcdi4; |
| 20 | TextureCube <uint4> g_tTexcdu4; |
| 21 | |
| 22 | struct PS_OUTPUT |
| 23 | { |
| 24 | float4 Color : SV_Target0; |
| 25 | float Depth : SV_Depth; |
| 26 | }; |
| 27 | |
| 28 | PS_OUTPUT main() |
| 29 | { |
| 30 | PS_OUTPUT psout; |
| 31 | |
| 32 | // no 1D gathers |
| 33 | |
| 34 | float4 txval20 = g_tTex2df4 . Gather(g_sSamp, float2(0.1, 0.2)); |
| 35 | int4 txval21 = g_tTex2di4 . Gather(g_sSamp, float2(0.3, 0.4)); |
| 36 | uint4 txval22 = g_tTex2du4 . Gather(g_sSamp, float2(0.5, 0.6)); |
| 37 | |
| 38 | // no 3D gathers |
| 39 | |
| 40 | float4 txval40 = g_tTexcdf4 . Gather(g_sSamp, float3(0.1, 0.2, 0.3)); |
| 41 | int4 txval41 = g_tTexcdi4 . Gather(g_sSamp, float3(0.4, 0.5, 0.6)); |
| 42 | uint4 txval42 = g_tTexcdu4 . Gather(g_sSamp, float3(0.7, 0.8, 0.9)); |
| 43 | |
| 44 | psout.Color = 1.0; |
| 45 | psout.Depth = 1.0; |
| 46 | |
| 47 | return psout; |
| 48 | } |