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