Texture3D TextureF : register(t0); Texture3D TextureUI : register(t0); Texture3D 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 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; }