44 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			44 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_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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|    // No 1D gathers
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| 
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|    float4 txval20 = g_tTex2df4a . Gather(g_sSamp, float3(0.1, 0.2, 0.3));
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|    int4   txval21 = g_tTex2di4a . Gather(g_sSamp, float3(0.3, 0.4, 0.5));
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|    uint4  txval22 = g_tTex2du4a . Gather(g_sSamp, float3(0.5, 0.6, 0.7));
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| 
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|    // no 3D gathers
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| 
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|    float4 txval40 = g_tTexcdf4a . Gather(g_sSamp, float4(0.1, 0.2, 0.3, 0.4));
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|    int4   txval41 = g_tTexcdi4a . Gather(g_sSamp, float4(0.4, 0.5, 0.6, 0.7));
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|    uint4  txval42 = g_tTexcdu4a . Gather(g_sSamp, float4(0.7, 0.8, 0.9, 1.0));
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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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