| |
| sampler g_sam : register(t0); |
| sampler1D g_sam1D : register(t1); |
| sampler2D g_sam2D : register(t2); |
| sampler3D g_sam3D : register(t3); |
| samplerCube g_samCube : register(t4); |
| |
| struct PS_OUTPUT |
| { |
| float4 Color : SV_Target0; |
| float Depth : SV_Depth; |
| }; |
| |
| PS_OUTPUT main() |
| { |
| PS_OUTPUT psout; |
| |
| float4 ColorOut = float4(0,0,0,0); |
| |
| ColorOut += tex2D( g_sam , float2(0.4,0.3)); |
| ColorOut += tex1D( g_sam1D, 0.5); |
| ColorOut += tex2D( g_sam2D, float2(0.5,0.6)); |
| ColorOut += tex3D( g_sam3D, float3(0.5,0.6,0.4)); |
| ColorOut += texCUBE( g_samCube, float3(0.5,0.6,0.4)); |
| |
| ColorOut += tex2Dlod( g_sam , float4(0.4,0.3,0.0,0.0)); |
| ColorOut += tex1Dlod( g_sam1D, float4(0.5,0.0,0.0,0.0)); |
| ColorOut += tex2Dlod( g_sam2D, float4(0.5,0.6,0.0,0.0)); |
| ColorOut += tex3Dlod( g_sam3D, float4(0.5,0.6,0.4,0.0)); |
| ColorOut += texCUBElod( g_samCube, float4(0.5,0.6,0.4,0.0)); |
| |
| psout.Color = ColorOut / 10.0f; |
| psout.Depth = 1.0; |
| |
| return psout; |
| } |