| SamplerState g_sSamp : register(s0); | |
| uniform Texture1D <float4> g_tTex1df4 : register(t0); | |
| Texture1D <int4> g_tTex1di4; | |
| Texture1D <uint4> g_tTex1du4; | |
| Texture2D <float4> g_tTex2df4; | |
| Texture2D <int4> g_tTex2di4; | |
| Texture2D <uint4> g_tTex2du4; | |
| Texture3D <float4> g_tTex3df4; | |
| Texture3D <int4> g_tTex3di4; | |
| Texture3D <uint4> g_tTex3du4; | |
| TextureCube <float4> g_tTexcdf4; | |
| TextureCube <int4> g_tTexcdi4; | |
| TextureCube <uint4> g_tTexcdu4; | |
| Texture1DArray <float4> g_tTex1df4a; | |
| Texture1DArray <int4> g_tTex1di4a; | |
| Texture1DArray <uint4> g_tTex1du4a; | |
| Texture2DArray <float4> g_tTex2df4a; | |
| Texture2DArray <int4> g_tTex2di4a; | |
| Texture2DArray <uint4> g_tTex2du4a; | |
| TextureCubeArray <float4> g_tTexcdf4a; | |
| TextureCubeArray <int4> g_tTexcdi4a; | |
| TextureCubeArray <uint4> g_tTexcdu4a; | |
| struct VS_OUTPUT | |
| { | |
| float4 Pos : SV_Position; | |
| }; | |
| uniform int c1; | |
| uniform int2 c2; | |
| uniform int3 c3; | |
| uniform int4 c4; | |
| uniform int o1; | |
| uniform int2 o2; | |
| uniform int3 o3; | |
| uniform int4 o4; | |
| VS_OUTPUT main() | |
| { | |
| VS_OUTPUT vsout; | |
| // 1D | |
| g_tTex1df4.Load(c2); | |
| g_tTex1di4.Load(c2); | |
| g_tTex1du4.Load(c2); | |
| // 2D | |
| g_tTex2df4.Load(c3); | |
| g_tTex2di4.Load(c3); | |
| g_tTex2du4.Load(c3); | |
| // 3D | |
| g_tTex3df4.Load(c4); | |
| g_tTex3di4.Load(c4); | |
| g_tTex3du4.Load(c4); | |
| // Offset has no Cube or CubeArray forms | |
| vsout.Pos = float4(0,0,0,0); | |
| return vsout; | |
| } |