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- SamplerState g_sSamp : register(s0);
- RWTexture1D <float4> g_tTex1df4 : register(t0);
- RWTexture1D <int4> g_tTex1di4;
- RWTexture1D <uint4> g_tTex1du4;
- RWTexture2D <float4> g_tTex2df4;
- RWTexture2D <int4> g_tTex2di4;
- RWTexture2D <uint4> g_tTex2du4;
- RWTexture3D <float4> g_tTex3df4;
- RWTexture3D <int4> g_tTex3di4;
- RWTexture3D <uint4> g_tTex3du4;
- RWTexture1DArray <float4> g_tTex1df4a;
- RWTexture1DArray <int4> g_tTex1di4a;
- RWTexture1DArray <uint4> g_tTex1du4a;
- RWTexture2DArray <float4> g_tTex2df4a;
- RWTexture2DArray <int4> g_tTex2di4a;
- RWTexture2DArray <uint4> g_tTex2du4a;
- 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;
- // 1D
- g_tTex1df4a.Load(c2);
- g_tTex1di4a.Load(c2);
- g_tTex1du4a.Load(c2);
- // 2D
- g_tTex2df4a.Load(c3);
- g_tTex2di4a.Load(c3);
- g_tTex2du4a.Load(c3);
- psout.Color = 1.0;
- psout.Depth = 1.0;
- return psout;
- }
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