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https://github.com/RPCS3/glslang.git
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67 lines
2.0 KiB
GLSL
67 lines
2.0 KiB
GLSL
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SamplerComparisonState g_sSamp : register(s0);
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uniform Texture1D <float4> g_tTex1df4 : register(t0);
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Texture1D <int4> g_tTex1di4;
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Texture1D <uint4> g_tTex1du4;
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Texture2D <float4> g_tTex2df4;
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Texture2D <int4> g_tTex2di4;
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Texture2D <uint4> g_tTex2du4;
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Texture3D <float4> g_tTex3df4;
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Texture3D <int4> g_tTex3di4;
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Texture3D <uint4> g_tTex3du4;
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TextureCube <float4> g_tTexcdf4;
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TextureCube <int4> g_tTexcdi4;
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TextureCube <uint4> g_tTexcdu4;
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Texture1DArray <float4> g_tTex1df4a;
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Texture1DArray <int4> g_tTex1di4a;
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Texture1DArray <uint4> g_tTex1du4a;
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Texture2DArray <float4> g_tTex2df4a;
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Texture2DArray <int4> g_tTex2di4a;
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Texture2DArray <uint4> g_tTex2du4a;
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TextureCubeArray <float4> g_tTexcdf4a;
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TextureCubeArray <int4> g_tTexcdi4a;
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TextureCubeArray <uint4> g_tTexcdu4a;
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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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// 1D
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float r01 = g_tTex1df4 . SampleCmp(g_sSamp, 0.1, 0.75, 2);
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float r03 = g_tTex1di4 . SampleCmp(g_sSamp, 0.1, 0.75, 2);
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float r05 = g_tTex1du4 . SampleCmp(g_sSamp, 0.1, 0.75, 2);
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// 2D
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float r21 = g_tTex2df4 . SampleCmp(g_sSamp, float2(0.1, 0.2), 0.75, int2(2,3));
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float r23 = g_tTex2di4 . SampleCmp(g_sSamp, float2(0.1, 0.2), 0.75, int2(2,3));
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float r25 = g_tTex2du4 . SampleCmp(g_sSamp, float2(0.1, 0.2), 0.75, int2(2,3));
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// *** There's no SampleCmp on 3D textures
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// This page: https://msdn.microsoft.com/en-us/library/windows/desktop/bb509696(v=vs.85).aspx
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// claims offset is supported for cube textures, but FXC does not accept it, and that does
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// not match other methods, so it may be a documentation bug. Those lines are commented
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// out below.
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// Cube
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// float r51 = g_tTexcdf4 . SampleCmp(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int3(2,3,4));
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// float r53 = g_tTexcdi4 . SampleCmp(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int3(2,3,4));
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// float r55 = g_tTexcdu4 . SampleCmp(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int3(2,3,4));
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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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