blob: d92f590662e449fe69fff5466e04985e9f367404 [file] [log] [blame]
SamplerState g_sSamp : register(s0);
[[spv::format_rgba32f]] RWTexture1D <float4> g_tTex1df4 : register(t0);
[[spv::format_rg32f]] RWTexture1D <int4> g_tTex1di4;
[[spv::format_rgba8snorm]] RWTexture1D <uint4> g_tTex1du4;
[[spv::format_rgba8i]] RWTexture2D <float4> g_tTex2df4;
[[spv::format_r11fg11fb10f]] RWTexture2D <int4> g_tTex2di4;
[[spv::format_r8snorm]] RWTexture2D <uint4> g_tTex2du4;
[[spv::format_rg8]] RWTexture3D <float4> g_tTex3df4;
[[spv::format_rgba16i]] RWTexture3D <int4> g_tTex3di4;
[[spv::format_r8i]] RWTexture3D <uint4> g_tTex3du4;
[[spv::format_rgba8ui]] RWTexture1DArray <float4> g_tTex1df4a;
[[spv::format_rg32ui]] RWTexture1DArray <int4> g_tTex1di4a;
[[spv::format_r16ui]] RWTexture1DArray <uint4> g_tTex1du4a;
[[spv::format_rgb10a2ui]] RWTexture2DArray <float4> g_tTex2df4a;
[[spv::format_r8ui]] RWTexture2DArray <int4> g_tTex2di4a;
[[spv::format_rgba16f]] RWTexture2DArray <uint4> g_tTex2du4a;
struct PS_OUTPUT
{
float4 Color : SV_Target0;
float Depth : SV_Depth;
};
PS_OUTPUT main()
{
PS_OUTPUT psout;
psout.Color = 1.0;
psout.Depth = 1.0;
return psout;
}