Texture2D TextureF : register(t0); Texture2D TextureUI : register(t0); Texture2D 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; } 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); } 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; }