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Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl')
-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl146
1 files changed, 0 insertions, 146 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl
deleted file mode 100644
index c23c9032ec..0000000000
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/Passthrough3D11.hlsl
+++ /dev/null
@@ -1,146 +0,0 @@
-Texture3D<float4> TextureF : register(t0);
-Texture3D<uint4> TextureUI : register(t0);
-Texture3D<int4> TextureI : register(t0);
-
-SamplerState Sampler : register(s0);
-
-struct VS_INPUT
-{
- float2 Position : POSITION;
- uint Layer : LAYER;
- float3 TexCoord : TEXCOORD;
-};
-
-struct VS_OUTPUT
-{
- float4 Position : SV_POSITION;
- uint Layer : LAYER;
- float3 TexCoord : TEXCOORD;
-};
-
-struct GS_OUTPUT
-{
- float4 Position : SV_POSITION;
- uint Layer : SV_RENDERTARGETARRAYINDEX;
- float3 TexCoord : TEXCOORD;
-};
-
-VS_OUTPUT VS_Passthrough3D(VS_INPUT input)
-{
- VS_OUTPUT output;
-
- output.Position = float4(input.Position, 0.0f, 1.0f);
- output.Layer = input.Layer;
- output.TexCoord = input.TexCoord;
-
- return output;
-}
-
-[maxvertexcount(3)]
-void GS_Passthrough3D(triangle VS_OUTPUT input[3], inout TriangleStream<GS_OUTPUT> outputStream)
-{
- GS_OUTPUT output;
-
- for (int i = 0; i < 3; i++)
- {
- output.Position = input[i].Position;
- output.Layer = input[i].Layer;
- output.TexCoord = input[i].TexCoord;
-
- outputStream.Append(output);
- }
-}
-
-float4 PS_PassthroughRGBA3D(GS_OUTPUT input) : SV_TARGET0
-{
- return TextureF.Sample(Sampler, input.TexCoord).rgba;
-}
-
-uint4 PS_PassthroughRGBA3DUI(GS_OUTPUT input) : SV_TARGET0
-{
- uint3 size;
- TextureUI.GetDimensions(size.x, size.y, size.z);
-
- return TextureUI.Load(int4(size * input.TexCoord, 0)).rgba;
-}
-
-int4 PS_PassthroughRGBA3DI(GS_OUTPUT input) : SV_TARGET0
-{
- uint3 size;
- TextureI.GetDimensions(size.x, size.y, size.z);
-
- return TextureI.Load(int4(size * input.TexCoord, 0)).rgba;
-}
-
-float4 PS_PassthroughRGB3D(GS_OUTPUT input) : SV_TARGET0
-{
- return float4(TextureF.Sample(Sampler, input.TexCoord).rgb, 1.0f);
-}
-
-uint4 PS_PassthroughRGB3DUI(GS_OUTPUT input) : SV_TARGET0
-{
- uint3 size;
- TextureUI.GetDimensions(size.x, size.y, size.z);
-
- return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).rgb, 0);
-}
-
-int4 PS_PassthroughRGB3DI(GS_OUTPUT input) : SV_TARGET0
-{
- uint3 size;
- TextureI.GetDimensions(size.x, size.y, size.z);
-
- return int4(TextureI.Load(int4(size * input.TexCoord, 0)).rgb, 0);
-}
-
-float4 PS_PassthroughRG3D(GS_OUTPUT input) : SV_TARGET0
-{
- return float4(TextureF.Sample(Sampler, input.TexCoord).rg, 0.0f, 1.0f);
-}
-
-uint4 PS_PassthroughRG3DUI(GS_OUTPUT input) : SV_TARGET0
-{
- uint3 size;
- TextureUI.GetDimensions(size.x, size.y, size.z);
-
- return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).rg, 0, 0);
-}
-
-int4 PS_PassthroughRG3DI(GS_OUTPUT input) : SV_TARGET0
-{
- uint3 size;
- TextureI.GetDimensions(size.x, size.y, size.z);
-
- return int4(TextureI.Load(int4(size * input.TexCoord, 0)).rg, 0, 0);
-}
-
-float4 PS_PassthroughR3D(GS_OUTPUT input) : SV_TARGET0
-{
- return float4(TextureF.Sample(Sampler, input.TexCoord).r, 0.0f, 0.0f, 1.0f);
-}
-
-uint4 PS_PassthroughR3DUI(GS_OUTPUT input) : SV_TARGET0
-{
- uint3 size;
- TextureUI.GetDimensions(size.x, size.y, size.z);
-
- return uint4(TextureUI.Load(int4(size * input.TexCoord, 0)).r, 0, 0, 0);
-}
-
-int4 PS_PassthroughR3DI(GS_OUTPUT input) : SV_TARGET0
-{
- uint3 size;
- TextureI.GetDimensions(size.x, size.y, size.z);
-
- return int4(TextureI.Load(int4(size * input.TexCoord, 0)).r, 0, 0, 0);
-}
-
-float4 PS_PassthroughLum3D(GS_OUTPUT input) : SV_TARGET0
-{
- return float4(TextureF.Sample(Sampler, input.TexCoord).rrr, 1.0f);
-}
-
-float4 PS_PassthroughLumAlpha3D(GS_OUTPUT input) : SV_TARGET0
-{
- return TextureF.Sample(Sampler, input.TexCoord).rrra;
-}