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mirror of https://github.com/microsoft/DirectXTex synced 2024-11-25 05:40:06 +00:00
DirectXTex/DDSView/ddsview.fx
2021-02-26 22:59:42 -08:00

87 lines
2.3 KiB
HLSL

//--------------------------------------------------------------------------------------
// File: ddsview.fx
//
// Copyright (c) Microsoft Corporation.
// 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)) );
}