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