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1SamplerState       g_sSamp : register(s0);
2
3uniform Texture1D <float4> g_tTex1df4 : register(t0);
4Texture1D <int4>   g_tTex1di4;
5Texture1D <uint4>  g_tTex1du4;
6
7Texture2D <float4> g_tTex2df4;
8Texture2D <int4>   g_tTex2di4;
9Texture2D <uint4>  g_tTex2du4;
10
11Texture3D <float4> g_tTex3df4;
12Texture3D <int4>   g_tTex3di4;
13Texture3D <uint4>  g_tTex3du4;
14
15TextureCube <float4> g_tTexcdf4;
16TextureCube <int4>   g_tTexcdi4;
17TextureCube <uint4>  g_tTexcdu4;
18
19Texture1DArray <float4> g_tTex1df4a;
20Texture1DArray <int4>   g_tTex1di4a;
21Texture1DArray <uint4>  g_tTex1du4a;
22
23Texture2DArray <float4> g_tTex2df4a;
24Texture2DArray <int4>   g_tTex2di4a;
25Texture2DArray <uint4>  g_tTex2du4a;
26
27TextureCubeArray <float4> g_tTexcdf4a;
28TextureCubeArray <int4>   g_tTexcdi4a;
29TextureCubeArray <uint4>  g_tTexcdu4a;
30
31struct VS_OUTPUT
32{
33    float4 Pos : SV_Position;
34};
35
36uniform int   c1;
37uniform int2  c2;
38uniform int3  c3;
39uniform int4  c4;
40
41uniform int   o1;
42uniform int2  o2;
43uniform int3  o3;
44uniform int4  o4;
45
46VS_OUTPUT main()
47{
48   VS_OUTPUT vsout;
49
50   // 1D
51   g_tTex1df4.Load(c2);
52   g_tTex1di4.Load(c2);
53   g_tTex1du4.Load(c2);
54
55   // 2D
56   g_tTex2df4.Load(c3);
57   g_tTex2di4.Load(c3);
58   g_tTex2du4.Load(c3);
59
60   // 3D
61   g_tTex3df4.Load(c4);
62   g_tTex3di4.Load(c4);
63   g_tTex3du4.Load(c4);
64
65   // Offset has no Cube or CubeArray forms
66
67   vsout.Pos = float4(0,0,0,0);
68
69   return vsout;
70}
71