hlsl.sample.array.dx10.frag 1.3 KB

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  1. SamplerState g_sSamp : register(s0);
  2. Texture1DArray g_tTex1df4a : register(t1);
  3. uniform Texture1DArray <float4> g_tTex1df4 : register(t0);
  4. Texture1DArray <int4> g_tTex1di4;
  5. Texture1DArray <uint4> g_tTex1du4;
  6. Texture2DArray <float4> g_tTex2df4;
  7. Texture2DArray <int4> g_tTex2di4;
  8. Texture2DArray <uint4> g_tTex2du4;
  9. TextureCubeArray <float4> g_tTexcdf4;
  10. TextureCubeArray <int4> g_tTexcdi4;
  11. TextureCubeArray <uint4> g_tTexcdu4;
  12. struct PS_OUTPUT
  13. {
  14. float4 Color : SV_Target0;
  15. float Depth : SV_Depth;
  16. };
  17. PS_OUTPUT main()
  18. {
  19. PS_OUTPUT psout;
  20. float4 txval10 = g_tTex1df4 . Sample(g_sSamp, float2(0.1, 0.2));
  21. int4 txval11 = g_tTex1di4 . Sample(g_sSamp, float2(0.2, 0.3));
  22. uint4 txval12 = g_tTex1du4 . Sample(g_sSamp, float2(0.3, 0.4));
  23. float4 txval20 = g_tTex2df4 . Sample(g_sSamp, float3(0.1, 0.2, 0.3));
  24. int4 txval21 = g_tTex2di4 . Sample(g_sSamp, float3(0.3, 0.4, 0.5));
  25. uint4 txval22 = g_tTex2du4 . Sample(g_sSamp, float3(0.5, 0.6, 0.7));
  26. float4 txval40 = g_tTexcdf4 . Sample(g_sSamp, float4(0.1, 0.2, 0.3, 0.4));
  27. int4 txval41 = g_tTexcdi4 . Sample(g_sSamp, float4(0.4, 0.5, 0.6, 0.7));
  28. uint4 txval42 = g_tTexcdu4 . Sample(g_sSamp, float4(0.7, 0.8, 0.9, 1.0));
  29. psout.Color = 1.0;
  30. psout.Depth = 1.0;
  31. return psout;
  32. }