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- // RUN: %dxc -E main -T ps_6_0 %s | FileCheck %s
- // CHECK: sample
- // CHECK: textureLoad
- //
- // Copyright (c) Microsoft. All rights reserved.
- // This code is licensed under the MIT License (MIT).
- // THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
- // ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
- // IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
- // PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
- //
- // Developed by Minigraph
- //
- // Author: James Stanard
- // Julia Careaga
- //
- #include "ParticleUpdateCommon.hlsli"
- #include "ParticleUtility.hlsli"
- Texture2DArray<float4> ColorTex : register(t1);
- Texture2D<float> LinearDepthTex : register(t2);
- [RootSignature(Particle_RootSig)]
- float4 main(ParticleVertexOutput input ) : SV_Target0
- {
- float3 uv = float3(input.TexCoord.xy, input.TexID);
- float4 TextureColor = ColorTex.Sample( gSampLinearBorder, uv );
- TextureColor.a *= saturate(1000.0 * (LinearDepthTex[(uint2)input.Pos.xy] - input.LinearZ));
- TextureColor.rgb *= TextureColor.a;
- return TextureColor * input.Color;
- }
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