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1
2uniform float u1 : register(b2);
3
4uniform SamplerState s1     : register(s5);
5uniform SamplerState s1a[3] : register(s6);
6
7uniform Texture1D t1     : register(t15);
8uniform Texture1D t1a[3] : register(t16);
9
10cbuffer cbuff1 : register(b2) {
11    float4 c1_a;
12    int c1_b;
13    float c1_c;
14};
15
16cbuffer cbuff2 : register(b3) {
17    float4 c2_a;
18    int c2_b;
19    float c2_c;
20};
21
22struct PS_OUTPUT
23{
24    float4 Color : Sv_Target0;
25};
26
27void main(out PS_OUTPUT psout)
28{
29    psout.Color =
30        t1.Sample(s1, 0.3) +
31        t1a[0].Sample(s1a[0], 0.3) +
32        c1_a + c1_b + c1_c +
33        c2_a + c2_b + c2_c;
34}
35