1 SamplerState g_sSamp : register(s0);
3 uniform Texture1D <float4> g_tTex1df4 : register(t0);
4 Texture1D <int4> g_tTex1di4;
5 Texture1D <uint4> g_tTex1du4;
7 Texture2D <float4> g_tTex2df4;
8 Texture2D <int4> g_tTex2di4;
9 Texture2D <uint4> g_tTex2du4;
11 Texture3D <float4> g_tTex3df4;
12 Texture3D <int4> g_tTex3di4;
13 Texture3D <uint4> g_tTex3du4;
15 TextureCube <float4> g_tTexcdf4;
16 TextureCube <int4> g_tTexcdi4;
17 TextureCube <uint4> g_tTexcdu4;
19 Texture1DArray <float4> g_tTex1df4a;
20 Texture1DArray <int4> g_tTex1di4a;
21 Texture1DArray <uint4> g_tTex1du4a;
23 Texture2DArray <float4> g_tTex2df4a;
24 Texture2DArray <int4> g_tTex2di4a;
25 Texture2DArray <uint4> g_tTex2du4a;
27 TextureCubeArray <float4> g_tTexcdf4a;
28 TextureCubeArray <int4> g_tTexcdi4a;
29 TextureCubeArray <uint4> g_tTexcdu4a;
33 float4 Color : SV_Target0;
34 float Depth : SV_Depth;
57 g_tTex1df4a.Load(c3, getOffset1());
58 g_tTex1di4a.Load(c3, getOffset1());
59 g_tTex1du4a.Load(c3, getOffset1());
62 g_tTex2df4a.Load(c4, getOffset2());
63 g_tTex2di4a.Load(c4, getOffset2());
64 g_tTex2du4a.Load(c4, getOffset2());
68 // Load, SampleIndex, Offset