hlsl.samplegrad.basic.dx10.vert 1.9 KB

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  1. SamplerState g_sSamp : register(s0);
  2. Texture1D g_tTex1df4a : register(t1);
  3. uniform Texture1D <float4> g_tTex1df4 : register(t0);
  4. Texture1D <int4> g_tTex1di4;
  5. Texture1D <uint4> g_tTex1du4;
  6. Texture2D <float4> g_tTex2df4;
  7. Texture2D <int4> g_tTex2di4;
  8. Texture2D <uint4> g_tTex2du4;
  9. Texture3D <float4> g_tTex3df4;
  10. Texture3D <int4> g_tTex3di4;
  11. Texture3D <uint4> g_tTex3du4;
  12. TextureCube <float4> g_tTexcdf4;
  13. TextureCube <int4> g_tTexcdi4;
  14. TextureCube <uint4> g_tTexcdu4;
  15. struct VS_OUTPUT
  16. {
  17. float4 Pos : SV_Position;
  18. };
  19. VS_OUTPUT main()
  20. {
  21. VS_OUTPUT vsout;
  22. float4 txval10 = g_tTex1df4 . SampleGrad(g_sSamp, 0.1, 1.1, 1.2);
  23. int4 txval11 = g_tTex1di4 . SampleGrad(g_sSamp, 0.2, 1.1, 1.2);
  24. uint4 txval12 = g_tTex1du4 . SampleGrad(g_sSamp, 0.3, 1.1, 1.2);
  25. float4 txval20 = g_tTex2df4 . SampleGrad(g_sSamp, float2(0.1, 0.2), float2(1.1, 1.2), float2(1.1, 1.2));
  26. int4 txval21 = g_tTex2di4 . SampleGrad(g_sSamp, float2(0.3, 0.4), float2(1.1, 1.2), float2(1.1, 1.2));
  27. uint4 txval22 = g_tTex2du4 . SampleGrad(g_sSamp, float2(0.5, 0.6), float2(1.1, 1.2), float2(1.1, 1.2));
  28. float4 txval30 = g_tTex3df4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float3(1.1, 1.2, 1.3), float3(1.1, 1.2, 1.3));
  29. int4 txval31 = g_tTex3di4 . SampleGrad(g_sSamp, float3(0.4, 0.5, 0.6), float3(1.1, 1.2, 1.3), float3(1.1, 1.2, 1.3));
  30. uint4 txval32 = g_tTex3du4 . SampleGrad(g_sSamp, float3(0.7, 0.8, 0.9), float3(1.1, 1.2, 1.3), float3(1.1, 1.2, 1.3));
  31. float4 txval40 = g_tTexcdf4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float3(1.1, 1.2, 1.3), float3(1.1, 1.2, 1.3));
  32. int4 txval41 = g_tTexcdi4 . SampleGrad(g_sSamp, float3(0.4, 0.5, 0.6), float3(1.1, 1.2, 1.3), float3(1.1, 1.2, 1.3));
  33. uint4 txval42 = g_tTexcdu4 . SampleGrad(g_sSamp, float3(0.7, 0.8, 0.9), float3(1.1, 1.2, 1.3), float3(1.1, 1.2, 1.3));
  34. vsout.Pos = float4(0,0,0,0);
  35. return vsout;
  36. }