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23
externals/glslang/Test/hlsl.getsampleposition.dx10.frag
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23
externals/glslang/Test/hlsl.getsampleposition.dx10.frag
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SamplerState g_sSamp : register(s0);
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Texture2DMS <float4> g_tTex2dmsf4;
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Texture2DMSArray <float4> g_tTex2dmsf4a;
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struct PS_OUTPUT
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{
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float4 Color : SV_Target0;
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float Depth : SV_Depth;
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};
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PS_OUTPUT main(int sample : SAMPLE)
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{
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PS_OUTPUT psout;
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float2 r00 = g_tTex2dmsf4.GetSamplePosition(sample);
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float2 r01 = g_tTex2dmsf4a.GetSamplePosition(sample);
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psout.Color = 1.0;
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psout.Depth = 1.0;
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return psout;
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}
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