blob: 279b6d606b6a848d78fbdf13ad0499e4f3cf2bed [file] [log] [blame]
SamplerState g_sSamp : register(s0);
uniform sampler2D g_sSamp2d;
uniform Texture1DArray <float4> g_tTex1df4a : register(t0);
Texture1DArray <int4> g_tTex1di4a;
Texture1DArray <uint4> g_tTex1du4a;
Texture2DArray <float4> g_tTex2df4a;
Texture2DArray <int4> g_tTex2di4a;
Texture2DArray <uint4> g_tTex2du4a;
TextureCubeArray <float4> g_tTexcdf4a;
TextureCubeArray <int4> g_tTexcdi4a;
TextureCubeArray <uint4> g_tTexcdu4a;
struct PS_OUTPUT
{
float4 Color : SV_Target0;
float Depth : SV_Depth;
};
uniform float c1;
uniform float2 c2;
uniform float3 c3;
uniform float4 c4;
PS_OUTPUT main()
{
PS_OUTPUT psout;
// no 1D gathers
float4 txval00 = g_tTex2df4a . GatherRed(g_sSamp, c3);
int4 txval01 = g_tTex2di4a . GatherRed(g_sSamp, c3);
uint4 txval02 = g_tTex2du4a . GatherRed(g_sSamp, c3);
float4 txval10 = g_tTex2df4a . GatherGreen(g_sSamp, c3);
int4 txval11 = g_tTex2di4a . GatherGreen(g_sSamp, c3);
uint4 txval12 = g_tTex2du4a . GatherGreen(g_sSamp, c3);
float4 txval20 = g_tTex2df4a . GatherBlue(g_sSamp, c3);
int4 txval21 = g_tTex2di4a . GatherBlue(g_sSamp, c3);
uint4 txval22 = g_tTex2du4a . GatherBlue(g_sSamp, c3);
float4 txval30 = g_tTex2df4a . GatherAlpha(g_sSamp, c3);
int4 txval31 = g_tTex2di4a . GatherAlpha(g_sSamp, c3);
uint4 txval32 = g_tTex2du4a . GatherAlpha(g_sSamp, c3);
// no 3D gathers
float4 txval40 = g_tTexcdf4a . GatherRed(g_sSamp, c4);
int4 txval41 = g_tTexcdi4a . GatherRed(g_sSamp, c4);
uint4 txval42 = g_tTexcdu4a . GatherRed(g_sSamp, c4);
float4 txval50 = g_tTexcdf4a . GatherGreen(g_sSamp, c4);
int4 txval51 = g_tTexcdi4a . GatherGreen(g_sSamp, c4);
uint4 txval52 = g_tTexcdu4a . GatherGreen(g_sSamp, c4);
float4 txval60 = g_tTexcdf4a . GatherBlue(g_sSamp, c4);
int4 txval61 = g_tTexcdi4a . GatherBlue(g_sSamp, c4);
uint4 txval62 = g_tTexcdu4a . GatherBlue(g_sSamp, c4);
float4 txval70 = g_tTexcdf4a . GatherAlpha(g_sSamp, c4);
int4 txval71 = g_tTexcdi4a . GatherAlpha(g_sSamp, c4);
uint4 txval72 = g_tTexcdu4a . GatherAlpha(g_sSamp, c4);
psout.Color = 1.0;
psout.Depth = 1.0;
return psout;
}