38 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			38 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| SamplerState       g_sSamp : register(s0);
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| 
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| Texture1DArray          g_tTex1df4a : register(t1);
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| 
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| uniform Texture1DArray <float4> g_tTex1df4 : register(t0);
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| Texture1DArray <int4>   g_tTex1di4;
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| Texture1DArray <uint4>  g_tTex1du4;
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| 
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| Texture2DArray <float4> g_tTex2df4;
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| Texture2DArray <int4>   g_tTex2di4;
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| Texture2DArray <uint4>  g_tTex2du4;
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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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|    float4 txval10 = g_tTex1df4 . SampleBias(g_sSamp, float2(0.1, 0.2), 0.5, 0);
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|    int4   txval11 = g_tTex1di4 . SampleBias(g_sSamp, float2(0.2, 0.3), 0.5, 1);
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|    uint4  txval12 = g_tTex1du4 . SampleBias(g_sSamp, float2(0.3, 0.4), 0.5, 2);
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| 
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|    float4 txval20 = g_tTex2df4 . SampleBias(g_sSamp, float3(0.1, 0.2, 0.3), 0.5, int2(0,0));
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|    int4   txval21 = g_tTex2di4 . SampleBias(g_sSamp, float3(0.3, 0.4, 0.5), 0.5, int2(0,0));
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|    uint4  txval22 = g_tTex2du4 . SampleBias(g_sSamp, float3(0.5, 0.6, 0.7), 0.5, int2(0,1));
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| 
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|    // No offset array forms for 3D or cube
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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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