2 struct PS_OUTPUT { float4 color : SV_Target0; };
14 Buffer <float> g_tTexbfs;
15 Texture1D <float4> g_tTex1df4;
23 float r00 = max(b, f);
26 float r03 = max(i, f);
27 float r04 = max(u, f);
29 float2 r10 = max(b2, f2);
30 uint2 r11 = max(b2, u2);
31 int2 r12 = max(b2, i2);
32 float2 r13 = max(i2, f2);
33 float2 r14 = max(u2, f2);
35 float2 r20 = clamp(i2, u2, f2); // 3 args, converts all to best type.
36 uint2 r21 = clamp(b2, u2, b2);
37 float2 r22 = clamp(b2, f2, b2);
40 float2 r30 = max(b, f2);
41 uint2 r31 = max(b, u2);
42 int2 r32 = max(b, i2);
43 float2 r33 = max(i, f2);
44 float2 r34 = max(u, f2);
46 float2 r40 = clamp(i, u2, f2); // 3 args, converts all to best type.
47 uint2 r41 = clamp(b2, u, b2);
48 float2 r42 = clamp(b2, f, b);
49 int2 r43 = clamp(i, i2, u2);
51 float r50 = g_tTexbfs.Load(upos);
52 float r51 = g_tTexbfs.Load(fpos);
61 uint NumberOfSamplesU;
70 g_tTex1df4 . GetDimensions(WidthI);
71 g_tTex1df4 . GetDimensions(6, WidthI, NumberOfLevelsU);
72 g_tTex1df4 . GetDimensions(6, WidthU, NumberOfLevelsI);
73 g_tTex1df4 . GetDimensions(6, WidthI, NumberOfLevelsI);
77 ps_output.color = r00;