• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1SamplerState       g_sSamp : register(s0);
2uniform sampler2D          g_sSamp2d;
3
4Texture1D          g_tTex1df4a : register(t1);
5
6uniform Texture1D <float4> g_tTex1df4 : register(t0);
7Texture1D <int4>   g_tTex1di4;
8Texture1D <uint4>  g_tTex1du4;
9
10Texture2D <float4> g_tTex2df4;
11Texture2D <int4>   g_tTex2di4;
12Texture2D <uint4>  g_tTex2du4;
13
14Texture3D <float4> g_tTex3df4;
15Texture3D <int4>   g_tTex3di4;
16Texture3D <uint4>  g_tTex3du4;
17
18TextureCube <float4> g_tTexcdf4;
19TextureCube <int4>   g_tTexcdi4;
20TextureCube <uint4>  g_tTexcdu4;
21
22struct PS_OUTPUT
23{
24    float4 Color : SV_Target0;
25    float  Depth : SV_Depth;
26};
27
28PS_OUTPUT main()
29{
30   PS_OUTPUT psout;
31
32   // no 1D gathers
33
34   float4 txval20 = g_tTex2df4 . Gather(g_sSamp, float2(0.1, 0.2));
35   int4   txval21 = g_tTex2di4 . Gather(g_sSamp, float2(0.3, 0.4));
36   uint4  txval22 = g_tTex2du4 . Gather(g_sSamp, float2(0.5, 0.6));
37
38   // no 3D gathers
39
40   float4 txval40 = g_tTexcdf4 . Gather(g_sSamp, float3(0.1, 0.2, 0.3));
41   int4   txval41 = g_tTexcdi4 . Gather(g_sSamp, float3(0.4, 0.5, 0.6));
42   uint4  txval42 = g_tTexcdu4 . Gather(g_sSamp, float3(0.7, 0.8, 0.9));
43
44   psout.Color = 1.0;
45   psout.Depth = 1.0;
46
47   return psout;
48}
49