Texture2D TextureF2D : register(t0); Texture2D TextureUI2D : register(t0); Texture2D TextureI2D : register(t0); Texture3D TextureF3D : register(t0); Texture3D TextureUI3D : register(t0); Texture3D TextureI3D : register(t0); Texture2DArray TextureF2DArray : register(t0); Texture2DArray TextureUI2DArray : register(t0); Texture2DArray 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))); }