// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved. #ifndef __GATHER__ #define __GATHER__ #include "./Flax/Common.hlsl" float4 TextureGatherRed(Texture2D tex, SamplerState sam, float2 uv) { #if CAN_USE_GATHER return tex.GatherRed(sam, uv); #else float x = tex.Sample(sam, uv, int2(0, 1)).x; float y = tex.Sample(sam, uv, int2(1, 1)).x; float z = tex.Sample(sam, uv, int2(1, 0)).x; float w = tex.Sample(sam, uv, int2(0, 0)).x; return float4(x, y, z, w); #endif } float4 TextureGatherRed(Texture2DArray tex, SamplerState sam, float3 uv) { #if CAN_USE_GATHER return tex.GatherRed(sam, uv); #else float x = tex.Sample(sam, uv, int2(0, 1)).x; float y = tex.Sample(sam, uv, int2(1, 1)).x; float z = tex.Sample(sam, uv, int2(1, 0)).x; float w = tex.Sample(sam, uv, int2(0, 0)).x; return float4(x, y, z, w); #endif } float4 TextureGatherRed(Texture2D tex, SamplerState sam, float2 uv, int2 offset) { #if CAN_USE_GATHER return tex.GatherRed(sam, uv, offset); #else float x = tex.Sample(sam, uv, offset + int2(0, 1)).x; float y = tex.Sample(sam, uv, offset + int2(1, 1)).x; float z = tex.Sample(sam, uv, offset + int2(1, 0)).x; float w = tex.Sample(sam, uv, offset + int2(0, 0)).x; return float4(x, y, z, w); #endif } float4 TextureGatherRed(Texture2D tex, SamplerState sam, float2 uv) { #if CAN_USE_GATHER return tex.GatherRed(sam, uv); #else float x = tex.Sample(sam, uv, int2(0, 1)).x; float y = tex.Sample(sam, uv, int2(1, 1)).x; float z = tex.Sample(sam, uv, int2(1, 0)).x; float w = tex.Sample(sam, uv, int2(0, 0)).x; return float4(x, y, z, w); #endif } float4 TextureGatherRed(Texture2D tex, SamplerState sam, float2 uv, int2 offset) { #if CAN_USE_GATHER return tex.GatherRed(sam, uv, offset); #else float x = tex.Sample(sam, uv, offset + int2(0, 1)).x; float y = tex.Sample(sam, uv, offset + int2(1, 1)).x; float z = tex.Sample(sam, uv, offset + int2(1, 0)).x; float w = tex.Sample(sam, uv, offset + int2(0, 0)).x; return float4(x, y, z, w); #endif } float4 TextureGatherGreen(Texture2D tex, SamplerState sam, float2 uv) { #if CAN_USE_GATHER return tex.GatherGreen(sam, uv); #else float x = tex.Sample(sam, uv, int2(0, 1)).g; float y = tex.Sample(sam, uv, int2(1, 1)).g; float z = tex.Sample(sam, uv, int2(1, 0)).g; float w = tex.Sample(sam, uv, int2(0, 0)).g; return float4(x, y, z, w); #endif } float4 TextureGatherBlue(Texture2D tex, SamplerState sam, float2 uv) { #if CAN_USE_GATHER return tex.GatherBlue(sam, uv); #else float x = tex.Sample(sam, uv, int2(0, 1)).b; float y = tex.Sample(sam, uv, int2(1, 1)).b; float z = tex.Sample(sam, uv, int2(1, 0)).b; float w = tex.Sample(sam, uv, int2(0, 0)).b; return float4(x, y, z, w); #endif } #endif