| Texture2D<float4> TextureF : register(t0); |
| Texture2DMS<float4> TextureF_MS: register(t0); |
| Texture2D<uint4> TextureUI : register(t0); |
| Texture2D<int4> TextureI : register(t0); |
| |
| SamplerState Sampler : register(s0); |
| |
| void VS_Passthrough2D( in float2 inPosition : POSITION, in float2 inTexCoord : TEXCOORD0, |
| out float4 outPosition : SV_POSITION, out float2 outTexCoord : TEXCOORD0) |
| { |
| outPosition = float4(inPosition, 0.0f, 1.0f); |
| outTexCoord = inTexCoord; |
| } |
| |
| float PS_PassthroughDepth2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_DEPTH |
| { |
| return TextureF.Sample(Sampler, inTexCoord).r; |
| } |
| |
| float4 PS_PassthroughRGBA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| return TextureF.Sample(Sampler, inTexCoord).rgba; |
| } |
| |
| float4 PS_PassthroughRGBA2DMS(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCORD0, in uint inSampleIndex : SV_SAMPLEINDEX) : SV_TARGET0 |
| { |
| return TextureF_MS.sample[inSampleIndex][inTexCoord].rgba; |
| } |
| |
| float4 PS_PassthroughRGBAPremultiply2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; |
| color.rgb *= color.a; |
| return color; |
| } |
| |
| float4 PS_PassthroughRGBAUnmultiply2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; |
| if (color.a > 0.0f) |
| { |
| color.rgb /= color.a; |
| } |
| return color; |
| } |
| |
| uint4 PS_PassthroughRGBA2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| uint2 size; |
| TextureUI.GetDimensions(size.x, size.y); |
| |
| return TextureUI.Load(int3(size * inTexCoord, 0)).rgba; |
| } |
| |
| int4 PS_PassthroughRGBA2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| uint2 size; |
| TextureI.GetDimensions(size.x, size.y); |
| |
| return TextureI.Load(int3(size * inTexCoord, 0)).rgba; |
| } |
| |
| float4 PS_PassthroughRGB2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| return float4(TextureF.Sample(Sampler, inTexCoord).rgb, 1.0f); |
| } |
| |
| float4 PS_PassthroughRGBPremultiply2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; |
| color.rgb *= color.a; |
| return color; |
| } |
| |
| float4 PS_PassthroughRGBUnmultiply2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; |
| if (color.a > 0.0f) |
| { |
| color.rgb /= color.a; |
| } |
| return color; |
| } |
| |
| uint4 PS_PassthroughRGB2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| uint2 size; |
| TextureUI.GetDimensions(size.x, size.y); |
| |
| return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).rgb, 0); |
| } |
| |
| int4 PS_PassthroughRGB2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| uint2 size; |
| TextureI.GetDimensions(size.x, size.y); |
| |
| return int4(TextureI.Load(int3(size * inTexCoord, 0)).rgb, 0); |
| } |
| |
| float4 PS_PassthroughRG2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| return float4(TextureF.Sample(Sampler, inTexCoord).rg, 0.0f, 1.0f); |
| } |
| |
| uint4 PS_PassthroughRG2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| uint2 size; |
| TextureUI.GetDimensions(size.x, size.y); |
| |
| return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).rg, 0, 0); |
| } |
| |
| int4 PS_PassthroughRG2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| uint2 size; |
| TextureI.GetDimensions(size.x, size.y); |
| |
| return int4(TextureI.Load(int3(size * inTexCoord, 0)).rg, 0, 0); |
| } |
| |
| float4 PS_PassthroughR2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| return float4(TextureF.Sample(Sampler, inTexCoord).r, 0.0f, 0.0f, 1.0f); |
| } |
| |
| uint4 PS_PassthroughR2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| uint2 size; |
| TextureUI.GetDimensions(size.x, size.y); |
| |
| return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).r, 0, 0, 0); |
| } |
| |
| int4 PS_PassthroughR2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| uint2 size; |
| TextureI.GetDimensions(size.x, size.y); |
| |
| return int4(TextureI.Load(int3(size * inTexCoord, 0)).r, 0, 0, 0); |
| } |
| |
| float4 PS_PassthroughLum2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| return float4(TextureF.Sample(Sampler, inTexCoord).rrr, 1.0f); |
| } |
| |
| float4 PS_PassthroughLumAlpha2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| return TextureF.Sample(Sampler, inTexCoord).rrra; |
| } |