67 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			67 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
SamplerComparisonState g_sSamp : register(s0);
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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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Texture2D <float4> g_tTex2df4;
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Texture2D <int4>   g_tTex2di4;
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Texture2D <uint4>  g_tTex2du4;
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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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TextureCube <float4> g_tTexcdf4;
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TextureCube <int4>   g_tTexcdi4;
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TextureCube <uint4>  g_tTexcdu4;
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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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Texture2DArray <float4> g_tTex2df4a;
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Texture2DArray <int4>   g_tTex2di4a;
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Texture2DArray <uint4>  g_tTex2du4a;
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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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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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PS_OUTPUT main()
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{
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   PS_OUTPUT psout;
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   // 1D
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   float r01 = g_tTex1df4 . SampleCmpLevelZero(g_sSamp, 0.1, 0.75, 2);
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   float r03 = g_tTex1di4 . SampleCmpLevelZero(g_sSamp, 0.1, 0.75, 2);
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   float r05 = g_tTex1du4 . SampleCmpLevelZero(g_sSamp, 0.1, 0.75, 2);
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   // 2D
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   float r21 = g_tTex2df4 . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75, int2(2,3));
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   float r23 = g_tTex2di4 . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75, int2(2,3));
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   float r25 = g_tTex2du4 . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75, int2(2,3));
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   // *** There's no SampleCmpLevelZero on 3D textures
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   // This page: https://msdn.microsoft.com/en-us/library/windows/desktop/bb509696(v=vs.85).aspx
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   // claims offset is supported for cube textures, but FXC does not accept it, and that does
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   // not match other methods, so it may be a documentation bug.  Those lines are commented
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   // out below.
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   // Cube
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   // float r51 = g_tTexcdf4 . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3));
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   // float r53 = g_tTexcdi4 . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3));
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   // float r55 = g_tTexcdu4 . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int2(2,3));
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   psout.Color = 1.0;
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   psout.Depth = 1.0;
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   return psout;
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}
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