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steve-lunarg1e19d902016-07-26 15:19:28 -06001SamplerState g_sSamp : register(s0);
2
3uniform Texture1D <float4> g_tTex1df4 : register(t0);
4Texture1D <int4> g_tTex1di4;
5Texture1D <uint4> g_tTex1du4;
6
7Texture2D <float4> g_tTex2df4;
8Texture2D <int4> g_tTex2di4;
9Texture2D <uint4> g_tTex2du4;
10
11Texture3D <float4> g_tTex3df4;
12Texture3D <int4> g_tTex3di4;
13Texture3D <uint4> g_tTex3du4;
14
15TextureCube <float4> g_tTexcdf4;
16TextureCube <int4> g_tTexcdi4;
17TextureCube <uint4> g_tTexcdu4;
18
19Texture1DArray <float4> g_tTex1df4a;
20Texture1DArray <int4> g_tTex1di4a;
21Texture1DArray <uint4> g_tTex1du4a;
22
23Texture2DArray <float4> g_tTex2df4a;
24Texture2DArray <int4> g_tTex2di4a;
25Texture2DArray <uint4> g_tTex2du4a;
26
27TextureCubeArray <float4> g_tTexcdf4a;
28TextureCubeArray <int4> g_tTexcdi4a;
29TextureCubeArray <uint4> g_tTexcdu4a;
30
31struct VS_OUTPUT
32{
33 float4 Pos : SV_Position;
34};
35
36uniform int c1;
37uniform int2 c2;
38uniform int3 c3;
39uniform int4 c4;
40
41uniform int o1;
42uniform int2 o2;
43uniform int3 o3;
44uniform int4 o4;
45
46VS_OUTPUT main()
47{
48 VS_OUTPUT vsout;
49
50 // 1D
51 g_tTex1df4.Load(c2);
52 g_tTex1di4.Load(c2);
53 g_tTex1du4.Load(c2);
54
55 // 2D
56 g_tTex2df4.Load(c3);
57 g_tTex2di4.Load(c3);
58 g_tTex2du4.Load(c3);
59
60 // 3D
61 g_tTex3df4.Load(c4);
62 g_tTex3di4.Load(c4);
63 g_tTex3du4.Load(c4);
64
65 // Offset has no Cube or CubeArray forms
66
67 vsout.Pos = float4(0,0,0,0);
68
69 return vsout;
70}