57 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			57 lines
		
	
	
		
			1.1 KiB
		
	
	
	
		
			GLSL
		
	
	
	
SamplerState       g_sSamp : register(s0);
 | 
						|
 | 
						|
Texture2DMS <float4> g_tTex2dmsf4;
 | 
						|
Texture2DMS <int4>   g_tTex2dmsi4;
 | 
						|
Texture2DMS <uint4>  g_tTex2dmsu4;
 | 
						|
 | 
						|
Texture2DMSArray <float4> g_tTex2dmsf4a;
 | 
						|
Texture2DMSArray <int4>   g_tTex2dmsi4a;
 | 
						|
Texture2DMSArray <uint4>  g_tTex2dmsu4a;
 | 
						|
 | 
						|
struct PS_OUTPUT
 | 
						|
{
 | 
						|
    float4 Color : SV_Target0;
 | 
						|
    float  Depth : SV_Depth;
 | 
						|
};
 | 
						|
 | 
						|
uniform int   c1;
 | 
						|
uniform int2  c2;
 | 
						|
uniform int3  c3;
 | 
						|
uniform int4  c4;
 | 
						|
 | 
						|
int2 getOffset()
 | 
						|
{
 | 
						|
   return int2(1, 1);
 | 
						|
}
 | 
						|
 | 
						|
PS_OUTPUT main()
 | 
						|
{
 | 
						|
   PS_OUTPUT psout;
 | 
						|
 | 
						|
   // 2DMS, no offset
 | 
						|
   g_tTex2dmsf4.Load(c2, 3);
 | 
						|
   g_tTex2dmsi4.Load(c2, 3);
 | 
						|
   g_tTex2dmsu4.Load(c2, 3);
 | 
						|
 | 
						|
   // 2DMS, offset
 | 
						|
   g_tTex2dmsf4.Load(c2, 3, getOffset());
 | 
						|
   g_tTex2dmsi4.Load(c2, 3, getOffset());
 | 
						|
   g_tTex2dmsu4.Load(c2, 3, getOffset());
 | 
						|
 | 
						|
   // 2DMSArray, no offset
 | 
						|
   g_tTex2dmsf4a.Load(c3, 3);
 | 
						|
   g_tTex2dmsi4a.Load(c3, 3);
 | 
						|
   g_tTex2dmsu4a.Load(c3, 3);
 | 
						|
 | 
						|
   // 2DMSArray, offset
 | 
						|
   g_tTex2dmsf4a.Load(c3, 3, getOffset());
 | 
						|
   g_tTex2dmsi4a.Load(c3, 3, getOffset());
 | 
						|
   g_tTex2dmsu4a.Load(c3, 3, getOffset());
 | 
						|
 | 
						|
   psout.Color = 1.0;
 | 
						|
   psout.Depth = 1.0;
 | 
						|
 | 
						|
   return psout;
 | 
						|
}
 | 
						|
 |