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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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