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https://github.com/RPCS3/glslang.git
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44 lines
1.3 KiB
GLSL
44 lines
1.3 KiB
GLSL
SamplerState g_sSamp : register(s0);
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Texture1DArray g_tTex1df4a : register(t1);
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uniform Texture1DArray <float4> g_tTex1df4 : register(t0);
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Texture1DArray <int4> g_tTex1di4;
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Texture1DArray <uint4> g_tTex1du4;
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Texture2DArray <float4> g_tTex2df4;
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Texture2DArray <int4> g_tTex2di4;
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Texture2DArray <uint4> g_tTex2du4;
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TextureCubeArray <float4> g_tTexcdf4;
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TextureCubeArray <int4> g_tTexcdi4;
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TextureCubeArray <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 . SampleBias(g_sSamp, float2(0.1, 0.2), 0.5);
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int4 txval11 = g_tTex1di4 . SampleBias(g_sSamp, float2(0.2, 0.3), 0.5);
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uint4 txval12 = g_tTex1du4 . SampleBias(g_sSamp, float2(0.3, 0.4), 0.5);
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float4 txval20 = g_tTex2df4 . SampleBias(g_sSamp, float3(0.1, 0.2, 0.3), 0.5);
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int4 txval21 = g_tTex2di4 . SampleBias(g_sSamp, float3(0.3, 0.4, 0.5), 0.5);
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uint4 txval22 = g_tTex2du4 . SampleBias(g_sSamp, float3(0.5, 0.6, 0.7), 0.5);
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float4 txval40 = g_tTexcdf4 . SampleBias(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), 0.5);
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int4 txval41 = g_tTexcdi4 . SampleBias(g_sSamp, float4(0.4, 0.5, 0.6, 0.7), 0.5);
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uint4 txval42 = g_tTexcdu4 . SampleBias(g_sSamp, float4(0.7, 0.8, 0.9, 1.0), 0.5);
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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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