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SamplerState g_sSamp : register(s0);
Texture1D g_tTex1df4a : register(t1);
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;
struct PS_OUTPUT
{
float4 Color : SV_Target0;
float Depth : SV_Depth;
};
PS_OUTPUT main()
{
PS_OUTPUT psout;
// no 1D Gathers
float4 txval20 = g_tTex2df4 . Gather(g_sSamp, float2(0.1, 0.2), int2(1,0));
int4 txval21 = g_tTex2di4 . Gather(g_sSamp, float2(0.3, 0.4), int2(1,1));
uint4 txval22 = g_tTex2du4 . Gather(g_sSamp, float2(0.5, 0.6), int2(1,-1));
// no 3D gathers
// No Cube offset gathers
psout.Color = 1.0;
psout.Depth = 1.0;
return psout;
}