62 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			62 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| SamplerComparisonState g_sSamp : register(s0);
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| 
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| uniform Texture1D <float4> g_tTex1df4 : register(t0);
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| Texture1D <int4>   g_tTex1di4;
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| Texture1D <uint4>  g_tTex1du4;
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| 
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| Texture2D <float4> g_tTex2df4;
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| Texture2D <int4>   g_tTex2di4;
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| Texture2D <uint4>  g_tTex2du4;
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| 
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| Texture3D <float4> g_tTex3df4;
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| Texture3D <int4>   g_tTex3di4;
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| Texture3D <uint4>  g_tTex3du4;
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| 
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| TextureCube <float4> g_tTexcdf4;
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| TextureCube <int4>   g_tTexcdi4;
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| TextureCube <uint4>  g_tTexcdu4;
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| 
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| Texture1DArray <float4> g_tTex1df4a;
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| Texture1DArray <int4>   g_tTex1di4a;
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| Texture1DArray <uint4>  g_tTex1du4a;
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| 
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| Texture2DArray <float4> g_tTex2df4a;
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| Texture2DArray <int4>   g_tTex2di4a;
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| Texture2DArray <uint4>  g_tTex2du4a;
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| 
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| TextureCubeArray <float4> g_tTexcdf4a;
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| TextureCubeArray <int4>   g_tTexcdi4a;
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| TextureCubeArray <uint4>  g_tTexcdu4a;
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| 
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| struct PS_OUTPUT
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| {
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|     float4 Color : SV_Target0;
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|     float  Depth : SV_Depth;
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| };
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| 
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| PS_OUTPUT main()
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| {
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|    PS_OUTPUT psout;
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| 
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|    // 1D
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|    float r00 = g_tTex1df4 . SampleCmpLevelZero(g_sSamp, 0.1, 0.75);
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|    float r02 = g_tTex1di4 . SampleCmpLevelZero(g_sSamp, 0.1, 0.75);
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|    float r04 = g_tTex1du4 . SampleCmpLevelZero(g_sSamp, 0.1, 0.75);
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| 
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|    // 2D
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|    float r20 = g_tTex2df4 . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75);
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|    float r22 = g_tTex2di4 . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75);
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|    float r24 = g_tTex2du4 . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75);
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| 
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|    // *** There's no SampleCmpLevelZero on 3D textures
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| 
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|    float r50 = g_tTexcdf4 . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75);
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|    float r52 = g_tTexcdi4 . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75);
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|    float r54 = g_tTexcdu4 . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75);
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| 
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|    psout.Color = 1.0;
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|    psout.Depth = 1.0;
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| 
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|    return psout;
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| }
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