hlsl.reflection.binding.frag 640 B

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  1. uniform float u1 : register(b2);
  2. uniform SamplerState s1 : register(s5);
  3. uniform SamplerState s1a[3] : register(s6);
  4. uniform Texture1D t1 : register(t15);
  5. uniform Texture1D t1a[3] : register(t16);
  6. cbuffer cbuff1 : register(b2) {
  7. float4 c1_a;
  8. int c1_b;
  9. float c1_c;
  10. };
  11. cbuffer cbuff2 : register(b3) {
  12. float4 c2_a;
  13. int c2_b;
  14. float c2_c;
  15. };
  16. struct PS_OUTPUT
  17. {
  18. float4 Color : Sv_Target0;
  19. };
  20. void main(out PS_OUTPUT psout)
  21. {
  22. psout.Color =
  23. t1.Sample(s1, 0.3) +
  24. t1a[0].Sample(s1a[0], 0.3) +
  25. c1_a + c1_b + c1_c +
  26. c2_a + c2_b + c2_c;
  27. }