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- technique FlatFBToTexture
- {
- depth
- {
- read = false;
- write = false;
- };
- code
- {
- struct VStoFS
- {
- float4 position : SV_POSITION;
- float2 uv0 : TEXCOORD0;
- };
- struct VertexInput
- {
- float2 screenPos : POSITION;
- float2 uv0 : TEXCOORD0;
- };
-
- VStoFS vsmain(VertexInput input)
- {
- VStoFS output;
-
- output.position = float4(input.screenPos, 0, 1);
- output.uv0 = input.uv0;
- return output;
- }
- [internal]
- cbuffer Params : register(b0)
- {
- uint2 gFramebufferSize;
- uint gSampleCount;
- }
-
- Buffer<float4> gInput : register(t0);
- uint getLinearAddress(uint2 coord, uint sampleIndex)
- {
- return (coord.y * gFramebufferSize.x + coord.x) * gSampleCount + sampleIndex;
- }
- float4 fsmain(VStoFS input, uint sampleIndex : SV_SampleIndex) : SV_Target0
- {
- int2 pixelPos = trunc(input.uv0);
- uint sourceIdx = getLinearAddress(pixelPos, sampleIndex);
- return gInput[sourceIdx];
- }
- };
- };
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