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87 lines
2.2 KiB
HLSL
87 lines
2.2 KiB
HLSL
//--------------------------------------------------------------------------------------
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// File: ddsview.fx
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//
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// Copyright (c) Microsoft Corporation.
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// Licensed under the MIT License.
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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// Constant Buffer Variables
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//--------------------------------------------------------------------------------------
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Texture1D tx1D : register(t0);
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Texture1DArray tx1DArray : register(t0);
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Texture2D tx2D : register(t0);
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Texture2DArray tx2DArray : register(t0);
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Texture3D tx3D : register(t0);
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SamplerState samLinear : register(s0);
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cbuffer cbArrayControl : register(b0)
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{
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float Index;
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};
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//--------------------------------------------------------------------------------------
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struct VS_INPUT
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{
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float4 Pos : POSITION;
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float4 Tex : TEXCOORD0;
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};
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struct PS_INPUT
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{
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float4 Pos : SV_POSITION;
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float4 Tex : TEXCOORD0;
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};
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//--------------------------------------------------------------------------------------
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// Vertex Shader
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//--------------------------------------------------------------------------------------
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PS_INPUT VS(VS_INPUT input)
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{
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PS_INPUT output = (PS_INPUT)0;
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output.Pos = input.Pos;
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output.Tex = input.Tex;
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return output;
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}
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//--------------------------------------------------------------------------------------
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// Pixel Shader
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//--------------------------------------------------------------------------------------
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float4 PS_1D(PS_INPUT input) : SV_Target
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{
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return tx1D.Sample(samLinear, input.Tex.x);
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}
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float4 PS_1DArray(PS_INPUT input) : SV_Target
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{
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return tx1DArray.Sample(samLinear, float2(input.Tex.x, Index));
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}
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float4 PS_2D(PS_INPUT input) : SV_Target
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{
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return tx2D.Sample(samLinear, input.Tex.xy);
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}
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float4 PS_2DArray(PS_INPUT input) : SV_Target
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{
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return tx2DArray.Sample(samLinear, float3(input.Tex.xy, Index));
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}
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float4 PS_3D(PS_INPUT input) : SV_Target
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{
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int Width, Height, Depth;
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tx3D.GetDimensions(Width, Height, Depth);
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return tx3D.Sample(samLinear, float3(input.Tex.xy, Index / Depth));
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}
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float4 PS_Cube(PS_INPUT input) : SV_Target
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{
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return tx2DArray.Sample(samLinear, float3(input.Tex.xy, input.Tex.z + (6*Index)));
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}
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