39 lines
		
	
	
		
			703 B
		
	
	
	
		
			GLSL
		
	
	
	
			
		
		
	
	
			39 lines
		
	
	
		
			703 B
		
	
	
	
		
			GLSL
		
	
	
	
uniform Buffer <float4> g_tTexbf4_test : register(t0);
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Buffer          g_tTexbf4;  // default is float4
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Buffer <int4>   g_tTexbi4;
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Buffer <uint4>  g_tTexbu4;
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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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uniform int   c1;
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uniform int2  c2;
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uniform int3  c3;
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uniform int4  c4;
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uniform int   o1;
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uniform int2  o2;
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uniform int3  o3;
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uniform int4  o4;
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PS_OUTPUT main()
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{
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   PS_OUTPUT psout;
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   // Buffer
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   float4 r00 = g_tTexbf4.Load(c1);
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   int4   r01 = g_tTexbi4.Load(c1);
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   uint4  r02 = g_tTexbu4.Load(c1);
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   // TODO: other types that can be put in sampler buffers, like float2x2, and float3.
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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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