37 lines
		
	
	
		
			850 B
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			37 lines
		
	
	
		
			850 B
		
	
	
	
		
			GLSL
		
	
	
	
SamplerState       g_sSamp : register(s0);
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Texture1DArray          g_tTex1df4a : register(t1);
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uniform Texture1DArray <float4> g_tTex1df4 : register(t0);
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Texture1DArray <int4>   g_tTex1di4;
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Texture1DArray <uint4>  g_tTex1du4;
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Texture2DArray <float4> g_tTex2df4;
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Texture2DArray <int4>   g_tTex2di4;
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Texture2DArray <uint4>  g_tTex2du4;
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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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PS_OUTPUT main()
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{
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   PS_OUTPUT psout;
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   // No 1D gathers
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   float4 txval20 = g_tTex2df4 . Gather(g_sSamp, float3(0.1, 0.2, 0.3), int2(1,0));
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   int4   txval21 = g_tTex2di4 . Gather(g_sSamp, float3(0.3, 0.4, 0.4), int2(1,1));
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   uint4  txval22 = g_tTex2du4 . Gather(g_sSamp, float3(0.5, 0.6, 0.7), int2(1,-1));
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   // No 3D gathers
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   // No Cube offset gathers
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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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