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1SamplerState       g_sSamp : register(s0);
2
3Texture1DArray          g_tTex1df4a : register(t1);
4
5uniform Texture1DArray <float4> g_tTex1df4 : register(t0);
6Texture1DArray <int4>   g_tTex1di4;
7Texture1DArray <uint4>  g_tTex1du4;
8
9Texture2DArray <float4> g_tTex2df4;
10Texture2DArray <int4>   g_tTex2di4;
11Texture2DArray <uint4>  g_tTex2du4;
12
13TextureCubeArray <float4> g_tTexcdf4;
14TextureCubeArray <int4>   g_tTexcdi4;
15TextureCubeArray <uint4>  g_tTexcdu4;
16
17struct PS_OUTPUT
18{
19    float4 Color : SV_Target0;
20    float  Depth : SV_Depth;
21};
22
23PS_OUTPUT main()
24{
25   PS_OUTPUT psout;
26
27   float4 txval10 = g_tTex1df4 . SampleGrad(g_sSamp, float2(0.1, 0.2), 1.1, 1.2, 1);
28   int4   txval11 = g_tTex1di4 . SampleGrad(g_sSamp, float2(0.1, 0.2), 1.1, 1.2, 1);
29   uint4  txval12 = g_tTex1du4 . SampleGrad(g_sSamp, float2(0.1, 0.2), 1.1, 1.2, 1);
30
31   float4 txval20 = g_tTex2df4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float2(1.1, 1.2), float2(1.1, 1.2), int2(1,0));
32   int4   txval21 = g_tTex2di4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float2(1.1, 1.2), float2(1.1, 1.2), int2(1,0));
33   uint4  txval22 = g_tTex2du4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float2(1.1, 1.2), float2(1.1, 1.2), int2(1,0));
34
35   psout.Color = 1.0;
36   psout.Depth = 1.0;
37
38   return psout;
39}
40