LoopDawg | a2b7991 | 2016-07-14 14:45:14 -0600 | [diff] [blame] | 1 | SamplerState g_sSamp : register(s0); |
| 2 | |
| 3 | Texture1D g_tTex1df4a : register(t1); |
| 4 | |
| 5 | uniform Texture1D <float4> g_tTex1df4 : register(t0); |
| 6 | Texture1D <int4> g_tTex1di4; |
| 7 | Texture1D <uint4> g_tTex1du4; |
| 8 | |
| 9 | Texture2D <float4> g_tTex2df4; |
| 10 | Texture2D <int4> g_tTex2di4; |
| 11 | Texture2D <uint4> g_tTex2du4; |
| 12 | |
| 13 | Texture3D <float4> g_tTex3df4; |
| 14 | Texture3D <int4> g_tTex3di4; |
| 15 | Texture3D <uint4> g_tTex3du4; |
| 16 | |
| 17 | TextureCube <float4> g_tTexcdf4; |
| 18 | TextureCube <int4> g_tTexcdi4; |
| 19 | TextureCube <uint4> g_tTexcdu4; |
| 20 | |
| 21 | struct PS_OUTPUT |
| 22 | { |
| 23 | float4 Color : SV_Target0; |
| 24 | float Depth : SV_Depth; |
| 25 | }; |
| 26 | |
| 27 | PS_OUTPUT main() |
| 28 | { |
| 29 | PS_OUTPUT psout; |
| 30 | |
| 31 | float4 txval10 = g_tTex1df4 . SampleBias(g_sSamp, 0.1, 0.5, 1); |
| 32 | int4 txval11 = g_tTex1di4 . SampleBias(g_sSamp, 0.2, 0.5, 1); |
| 33 | uint4 txval12 = g_tTex1du4 . SampleBias(g_sSamp, 0.3, 0.5, 1); |
| 34 | |
| 35 | float4 txval20 = g_tTex2df4 . SampleBias(g_sSamp, float2(0.1, 0.2), 0.5, int2(1,0)); |
| 36 | int4 txval21 = g_tTex2di4 . SampleBias(g_sSamp, float2(0.3, 0.4), 0.5, int2(1,1)); |
| 37 | uint4 txval22 = g_tTex2du4 . SampleBias(g_sSamp, float2(0.5, 0.6), 0.5, int2(1,-1)); |
| 38 | |
| 39 | float4 txval30 = g_tTex3df4 . SampleBias(g_sSamp, float3(0.1, 0.2, 0.3), 0.5, int3(1,0,1)); |
| 40 | int4 txval31 = g_tTex3di4 . SampleBias(g_sSamp, float3(0.4, 0.5, 0.6), 0.5, int3(1,1,1)); |
| 41 | uint4 txval32 = g_tTex3du4 . SampleBias(g_sSamp, float3(0.7, 0.8, 0.9), 0.5, int3(1,0,-1)); |
| 42 | |
| 43 | // There are no offset forms of cube textures, so we do not test them. |
| 44 | |
| 45 | psout.Color = 1.0; |
| 46 | psout.Depth = 1.0; |
| 47 | |
| 48 | return psout; |
| 49 | } |