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1SamplerState       g_sSamp : register(s0);
2
3RWTexture1D <float4> g_tTex1df4 : register(t0);
4RWTexture1D <int4>   g_tTex1di4;
5RWTexture1D <uint4>  g_tTex1du4;
6
7RWTexture2D <float4> g_tTex2df4;
8RWTexture2D <int4>   g_tTex2di4;
9RWTexture2D <uint4>  g_tTex2du4;
10
11RWTexture3D <float4> g_tTex3df4;
12RWTexture3D <int4>   g_tTex3di4;
13RWTexture3D <uint4>  g_tTex3du4;
14
15RWTexture1DArray <float4> g_tTex1df4a;
16RWTexture1DArray <int4>   g_tTex1di4a;
17RWTexture1DArray <uint4>  g_tTex1du4a;
18
19RWTexture2DArray <float4> g_tTex2df4a;
20RWTexture2DArray <int4>   g_tTex2di4a;
21RWTexture2DArray <uint4>  g_tTex2du4a;
22
23struct PS_OUTPUT
24{
25    float4 Color : SV_Target0;
26    float  Depth : SV_Depth;
27};
28
29uniform int   c1;
30uniform int2  c2;
31uniform int3  c3;
32uniform int4  c4;
33
34uniform int   o1;
35uniform int2  o2;
36uniform int3  o3;
37uniform int4  o4;
38
39PS_OUTPUT main()
40{
41   PS_OUTPUT psout;
42
43   // 1D
44   g_tTex1df4a.Load(c2);
45   g_tTex1di4a.Load(c2);
46   g_tTex1du4a.Load(c2);
47
48   // 2D
49   g_tTex2df4a.Load(c3);
50   g_tTex2di4a.Load(c3);
51   g_tTex2du4a.Load(c3);
52
53   psout.Color = 1.0;
54   psout.Depth = 1.0;
55
56   return psout;
57}
58