PixelShaderOutputAttributes.hlsl 1.5 KB

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  1. #pragma OutputFormatHint(default R16G16B16A16_FLOAT)
  2. #pragma OutputFormatHint(target 0 R32)
  3. #pragma OutputFormatHint(target 1 R32G32)
  4. #pragma OutputFormatHint(target 2 R32A32)
  5. #pragma OutputFormatHint(target 3 R16G16B16A16_UNORM)
  6. #pragma OutputFormatHint(target 4 R16G16B16A16_SNORM)
  7. #pragma OutputFormatHint(target 5 R16G16B16A16_UINT)
  8. #pragma OutputFormatHint(target 6 R16G16B16A16_SINT)
  9. #pragma OutputFormatHint(target 7 R32G32B32A32)
  10. struct PSOut_All
  11. {
  12. float4 m_color0 : SV_Target0 ;
  13. float4 m_color1 : SV_Target1 ;
  14. float4 m_color2 : SV_Target2 ;
  15. float4 m_color3 : SV_Target3 ;
  16. float4 m_color4 : SV_Target4 ;
  17. float4 m_color5 : SV_Target5 ;
  18. float4 m_color6 : SV_Target6 ;
  19. float4 m_color7 : SV_Target7 ;
  20. } ;
  21. struct PSOut_Half
  22. {
  23. float4 m_color0 : SV_Target0 ;
  24. float4 m_color1 : SV_Target1 ;
  25. float4 m_color2 : SV_Target2 ;
  26. float4 m_color3 : SV_Target3 ;
  27. } ;
  28. PSOut_All MainPS_All()
  29. {
  30. PSOut_All psOut ;
  31. psOut . m_color0 = float4 ( 1 , 1 , 1 , 1 ) ;
  32. psOut . m_color1 = float4 ( 1 , 1 , 1 , 1 ) ;
  33. psOut . m_color2 = float4 ( 1 , 1 , 1 , 1 ) ;
  34. psOut . m_color3 = float4 ( 1 , 1 , 1 , 1 ) ;
  35. psOut . m_color4 = float4 ( 1 , 1 , 1 , 1 ) ;
  36. psOut . m_color5 = float4 ( 1 , 1 , 1 , 1 ) ;
  37. psOut . m_color6 = float4 ( 1 , 1 , 1 , 1 ) ;
  38. psOut . m_color7 = float4 ( 1 , 1 , 1 , 1 ) ;
  39. return psOut ;
  40. }
  41. PSOut_Half MainPS_Half()
  42. {
  43. PSOut_Half psOut ;
  44. psOut . m_color0 = float4 ( 1 , 1 , 1 , 1 ) ;
  45. psOut . m_color1 = float4 ( 1 , 1 , 1 , 1 ) ;
  46. psOut . m_color2 = float4 ( 1 , 1 , 1 , 1 ) ;
  47. psOut . m_color3 = float4 ( 1 , 1 , 1 , 1 ) ;
  48. return psOut ;
  49. }