| Texture2D<float4> TextureF2D : register(t0); |
| Texture2D<uint4> TextureUI2D : register(t0); |
| Texture2D<int4> TextureI2D : register(t0); |
| |
| Texture3D<float4> TextureF3D : register(t0); |
| Texture3D<uint4> TextureUI3D : register(t0); |
| Texture3D<int4> TextureI3D : register(t0); |
| |
| Texture2DArray<float4> TextureF2DArray : register(t0); |
| Texture2DArray<uint4> TextureUI2DArray : register(t0); |
| Texture2DArray<int4> TextureI2DArray : register(t0); |
| |
| SamplerState Sampler : register(s0); |
| |
| cbuffer SwizzleProperties : register(b0) |
| { |
| uint4 SwizzleIndices : packoffset(c0); |
| } |
| |
| float4 SwizzleLookup(in float4 sample) |
| { |
| float lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f }; |
| return float4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]); |
| } |
| |
| int4 SwizzleLookup(in int4 sample) |
| { |
| int lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f }; |
| return int4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]); |
| } |
| |
| uint4 SwizzleLookup(in uint4 sample) |
| { |
| uint lookup[6] = { sample[0], sample[1], sample[2], sample[3], 0.0f, 1.0f }; |
| return uint4(lookup[SwizzleIndices[0]], lookup[SwizzleIndices[1]], lookup[SwizzleIndices[2]], lookup[SwizzleIndices[3]]); |
| } |
| |
| float4 PS_SwizzleF2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| return SwizzleLookup(TextureF2D.Sample(Sampler, inTexCoord)); |
| } |
| |
| int4 PS_SwizzleI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| uint2 size; |
| TextureI2D.GetDimensions(size.x, size.y); |
| |
| return SwizzleLookup(TextureI2D.Load(int3(size * inTexCoord, 0))); |
| } |
| |
| uint4 PS_SwizzleUI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| uint2 size; |
| TextureUI2D.GetDimensions(size.x, size.y); |
| |
| return SwizzleLookup(TextureUI2D.Load(int3(size * inTexCoord, 0))); |
| } |
| |
| float4 PS_SwizzleF3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| return SwizzleLookup(TextureF3D.Sample(Sampler, inTexCoord)); |
| } |
| |
| int4 PS_SwizzleI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| uint3 size; |
| TextureI3D.GetDimensions(size.x, size.y, size.z); |
| |
| return SwizzleLookup(TextureI3D.Load(int4(size * inTexCoord, 0))); |
| } |
| |
| uint4 PS_SwizzleUI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| uint3 size; |
| TextureUI3D.GetDimensions(size.x, size.y, size.z); |
| |
| return SwizzleLookup(TextureUI3D.Load(int4(size * inTexCoord, 0))); |
| } |
| |
| float4 PS_SwizzleF2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| return SwizzleLookup(TextureF2DArray.Sample(Sampler, float3(inTexCoord.xy, inLayer))); |
| } |
| |
| int4 PS_SwizzleI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| uint3 size; |
| TextureI2DArray.GetDimensions(size.x, size.y, size.z); |
| |
| return SwizzleLookup(TextureI2DArray.Load(int4(size.xy * inTexCoord.xy, inLayer, 0))); |
| } |
| |
| uint4 PS_SwizzleUI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCOORD0) : SV_TARGET0 |
| { |
| uint3 size; |
| TextureUI2DArray.GetDimensions(size.x, size.y, size.z); |
| |
| return SwizzleLookup(TextureUI2DArray.Load(int4(size.xy * inTexCoord.xy, inLayer, 0))); |
| } |