30 lines
864 B
HLSL
30 lines
864 B
HLSL
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SamplerState x_10 : register(s0, space0);
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Texture2D<float4> x_20 : register(t1, space2);
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SamplerState x_30 : register(s1, space0);
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void main_1() {
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const float f1 = 1.0f;
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const float2 vf12 = float2(1.0f, 2.0f);
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const float2 vf21 = float2(2.0f, 1.0f);
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const float3 vf123 = float3(1.0f, 2.0f, 3.0f);
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const float4 vf1234 = float4(1.0f, 2.0f, 3.0f, 4.0f);
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const int i1 = 1;
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const int2 vi12 = int2(1, 2);
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const int3 vi123 = int3(1, 2, 3);
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const int4 vi1234 = int4(1, 2, 3, 4);
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const uint u1 = 1u;
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const uint2 vu12 = uint2(1u, 2u);
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const uint3 vu123 = uint3(1u, 2u, 3u);
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const uint4 vu1234 = uint4(1u, 2u, 3u, 4u);
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const float coords1 = 1.0f;
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const float3 coords123 = vf123;
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const float4 coords1234 = vf1234;
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const float4 x_79 = x_20.SampleBias(x_10, vf12, 7.0f, int2(uint2(3u, 4u)));
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return;
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}
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void main() {
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main_1();
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return;
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}
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