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https://github.com/RPCS3/glslang.git
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57 lines
1.1 KiB
GLSL
57 lines
1.1 KiB
GLSL
SamplerState g_sSamp : register(s0);
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Texture2DMS <float4> g_tTex2dmsf4;
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Texture2DMS <int4> g_tTex2dmsi4;
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Texture2DMS <uint4> g_tTex2dmsu4;
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Texture2DMSArray <float4> g_tTex2dmsf4a;
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Texture2DMSArray <int4> g_tTex2dmsi4a;
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Texture2DMSArray <uint4> g_tTex2dmsu4a;
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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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// 2DMS, no offset
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g_tTex2dmsf4.Load(c2, 3);
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g_tTex2dmsi4.Load(c2, 3);
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g_tTex2dmsu4.Load(c2, 3);
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// 2DMS, offset
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g_tTex2dmsf4.Load(c2, 3, o2);
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g_tTex2dmsi4.Load(c2, 3, o2);
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g_tTex2dmsu4.Load(c2, 3, o2);
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// 2DMSArray, no offset
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g_tTex2dmsf4a.Load(c3, 3);
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g_tTex2dmsi4a.Load(c3, 3);
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g_tTex2dmsu4a.Load(c3, 3);
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// 2DMSArray, offset
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g_tTex2dmsf4a.Load(c3, 3, o2);
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g_tTex2dmsi4a.Load(c3, 3, o2);
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g_tTex2dmsu4a.Load(c3, 3, o2);
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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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