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https://github.com/RPCS3/glslang.git
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62 lines
1.7 KiB
GLSL
62 lines
1.7 KiB
GLSL
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 r00 = g_tTex1df4 . SampleCmpLevelZero(g_sSamp, 0.1, 0.75);
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float r02 = g_tTex1di4 . SampleCmpLevelZero(g_sSamp, 0.1, 0.75);
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float r04 = g_tTex1du4 . SampleCmpLevelZero(g_sSamp, 0.1, 0.75);
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// 2D
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float r20 = g_tTex2df4 . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75);
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float r22 = g_tTex2di4 . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75);
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float r24 = g_tTex2du4 . SampleCmpLevelZero(g_sSamp, float2(0.1, 0.2), 0.75);
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// *** There's no SampleCmpLevelZero on 3D textures
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float r50 = g_tTexcdf4 . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75);
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float r52 = g_tTexcdi4 . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75);
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float r54 = g_tTexcdu4 . SampleCmpLevelZero(g_sSamp, float3(0.1, 0.2, 0.3), 0.75);
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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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