hlsl.gather.basic.dx10.vert 1.1 KB

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  1. SamplerState g_sSamp : register(s0);
  2. uniform sampler2D g_sSamp2d;
  3. Texture1D g_tTex1df4a : register(t1);
  4. uniform Texture1D <float4> g_tTex1df4 : register(t0);
  5. Texture1D <int4> g_tTex1di4;
  6. Texture1D <uint4> g_tTex1du4;
  7. Texture2D <float4> g_tTex2df4;
  8. Texture2D <int4> g_tTex2di4;
  9. Texture2D <uint4> g_tTex2du4;
  10. Texture3D <float4> g_tTex3df4;
  11. Texture3D <int4> g_tTex3di4;
  12. Texture3D <uint4> g_tTex3du4;
  13. TextureCube <float4> g_tTexcdf4;
  14. TextureCube <int4> g_tTexcdi4;
  15. TextureCube <uint4> g_tTexcdu4;
  16. struct VS_OUTPUT
  17. {
  18. float4 Pos : SV_Position;
  19. };
  20. VS_OUTPUT main()
  21. {
  22. VS_OUTPUT vsout;
  23. // no 1D gathers
  24. float4 txval20 = g_tTex2df4 . Gather(g_sSamp, float2(0.1, 0.2));
  25. int4 txval21 = g_tTex2di4 . Gather(g_sSamp, float2(0.3, 0.4));
  26. uint4 txval22 = g_tTex2du4 . Gather(g_sSamp, float2(0.5, 0.6));
  27. // no 3D gathers
  28. float4 txval40 = g_tTexcdf4 . Gather(g_sSamp, float3(0.1, 0.2, 0.3));
  29. int4 txval41 = g_tTexcdi4 . Gather(g_sSamp, float3(0.4, 0.5, 0.6));
  30. uint4 txval42 = g_tTexcdu4 . Gather(g_sSamp, float3(0.7, 0.8, 0.9));
  31. vsout.Pos = float4(0,0,0,0);
  32. return vsout;
  33. }