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https://github.com/RPCS3/glslang.git
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50 lines
1.5 KiB
GLSL
50 lines
1.5 KiB
GLSL
SamplerState g_sSamp : register(s0);
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Texture1D g_tTex1df4a : register(t1);
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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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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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float4 txval10 = g_tTex1df4 . SampleLevel(g_sSamp, 0.1, 0.75, 1);
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int4 txval11 = g_tTex1di4 . SampleLevel(g_sSamp, 0.2, 0.75, 1);
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uint4 txval12 = g_tTex1du4 . SampleLevel(g_sSamp, 0.3, 0.75, 1);
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float4 txval20 = g_tTex2df4 . SampleLevel(g_sSamp, float2(0.1, 0.2), 0.75, int2(1,0));
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int4 txval21 = g_tTex2di4 . SampleLevel(g_sSamp, float2(0.3, 0.4), 0.75, int2(1,1));
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uint4 txval22 = g_tTex2du4 . SampleLevel(g_sSamp, float2(0.5, 0.6), 0.75, int2(1,-1));
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float4 txval30 = g_tTex3df4 . SampleLevel(g_sSamp, float3(0.1, 0.2, 0.3), 0.75, int3(1,0,1));
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int4 txval31 = g_tTex3di4 . SampleLevel(g_sSamp, float3(0.4, 0.5, 0.6), 0.75, int3(1,1,1));
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uint4 txval32 = g_tTex3du4 . SampleLevel(g_sSamp, float3(0.7, 0.8, 0.9), 0.75, int3(1,0,-1));
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// There are no offset forms of cube textures, so we do not test them.
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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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