mirror of
https://github.com/microsoft/DirectXTex
synced 2024-11-25 13:50:06 +00:00
87 lines
2.3 KiB
HLSL
87 lines
2.3 KiB
HLSL
//--------------------------------------------------------------------------------------
|
|
// 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)) );
|
|
}
|