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- SamplerState g_sSamp : register(s0);
- uniform Texture1D <float4> g_tTex1df4 : register(t0);
- Texture1D <int4> g_tTex1di4;
- Texture1D <uint4> g_tTex1du4;
- Texture2D <float4> g_tTex2df4;
- Texture2D <int4> g_tTex2di4;
- Texture2D <uint4> g_tTex2du4;
- Texture3D <float4> g_tTex3df4;
- Texture3D <int4> g_tTex3di4;
- Texture3D <uint4> g_tTex3du4;
- TextureCube <float4> g_tTexcdf4;
- TextureCube <int4> g_tTexcdi4;
- TextureCube <uint4> g_tTexcdu4;
- Texture1DArray <float4> g_tTex1df4a;
- Texture1DArray <int4> g_tTex1di4a;
- Texture1DArray <uint4> g_tTex1du4a;
- Texture2DArray <float4> g_tTex2df4a;
- Texture2DArray <int4> g_tTex2di4a;
- Texture2DArray <uint4> g_tTex2du4a;
- TextureCubeArray <float4> g_tTexcdf4a;
- TextureCubeArray <int4> g_tTexcdi4a;
- TextureCubeArray <uint4> g_tTexcdu4a;
- struct PS_OUTPUT
- {
- float4 Color : SV_Target0;
- float Depth : SV_Depth;
- };
- uniform int c1;
- uniform int2 c2;
- uniform int3 c3;
- uniform int4 c4;
- uniform int o1;
- uniform int2 o2;
- uniform int3 o3;
- uniform int4 o4;
- PS_OUTPUT main()
- {
- PS_OUTPUT psout;
- // 1DArray
- g_tTex1df4a.Load(c3, o1);
- g_tTex1di4a.Load(c3, o1);
- g_tTex1du4a.Load(c3, o1);
- // 2DArray
- g_tTex2df4a.Load(c4, o2);
- g_tTex2di4a.Load(c4, o2);
- g_tTex2du4a.Load(c4, o2);
- // TODO:
- // Load, SampleIndex
- // Load, SampleIndex, Offset
- psout.Color = 1.0;
- psout.Depth = 1.0;
- return psout;
- }
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