77 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			77 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
SamplerState       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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uniform int   c1;
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uniform int2  c2;
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uniform int3  c3;
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uniform int4  c4;
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uniform int   o1;
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uniform int2  o2;
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uniform int3  o3;
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uniform int4  o4;
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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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   g_tTex1df4.Load(c2, o1);
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   g_tTex1di4.Load(c2, o1);
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   g_tTex1du4.Load(c2, o1);
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   // 2D
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   g_tTex2df4.Load(c3, o2);
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   g_tTex2di4.Load(c3, o2);
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   g_tTex2du4.Load(c3, o2);
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   // 3D
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   g_tTex3df4.Load(c4, o3);
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   g_tTex3di4.Load(c4, o3);
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   g_tTex3du4.Load(c4, o3);
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   // Offset has no Cube or CubeArray forms
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   // TODO:
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   // Load, SampleIndex
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   // Load, SampleIndex, Offset
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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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