1Texture2D<float4> TextureF  : register(t0);
2Texture2DMS<float4> TextureF_MS: register(t0);
3Texture2D<uint4>  TextureUI : register(t0);
4Texture2D<int4>   TextureI  : register(t0);
5
6SamplerState Sampler        : register(s0);
7
8void VS_Passthrough2D( in float2  inPosition :    POSITION,  in float2  inTexCoord : TEXCOORD0,
9                    out float4 outPosition : SV_POSITION, out float2 outTexCoord : TEXCOORD0)
10{
11    outPosition = float4(inPosition, 0.0f, 1.0f);
12    outTexCoord = inTexCoord;
13}
14
15float PS_PassthroughDepth2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_DEPTH
16{
17    return TextureF.Sample(Sampler, inTexCoord).r;
18}
19
20float4 PS_PassthroughRGBA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
21{
22    return TextureF.Sample(Sampler, inTexCoord).rgba;
23}
24
25float4 PS_PassthroughA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
26{
27    return float4(0.0f, 0.0f, 0.0f, TextureF.Sample(Sampler, inTexCoord).a);
28}
29
30float4 PS_PassthroughRGBA2DMS(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCORD0, in uint inSampleIndex : SV_SAMPLEINDEX) : SV_TARGET0
31{
32    return TextureF_MS.sample[inSampleIndex][inTexCoord].rgba;
33}
34
35uint4 PS_PassthroughRGBA2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
36{
37    uint2 size;
38    TextureUI.GetDimensions(size.x, size.y);
39
40    return TextureUI.Load(int3(size * inTexCoord, 0)).rgba;
41}
42
43int4 PS_PassthroughRGBA2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
44{
45    uint2 size;
46    TextureI.GetDimensions(size.x, size.y);
47
48    return TextureI.Load(int3(size * inTexCoord, 0)).rgba;
49}
50
51float4 PS_PassthroughRGB2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
52{
53    return float4(TextureF.Sample(Sampler, inTexCoord).rgb, 1.0f);
54}
55
56uint4 PS_PassthroughRGB2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
57{
58    uint2 size;
59    TextureUI.GetDimensions(size.x, size.y);
60
61    return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).rgb, 0);
62}
63
64int4 PS_PassthroughRGB2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
65{
66    uint2 size;
67    TextureI.GetDimensions(size.x, size.y);
68
69    return int4(TextureI.Load(int3(size * inTexCoord, 0)).rgb, 0);
70}
71
72float4 PS_PassthroughRG2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
73{
74    return float4(TextureF.Sample(Sampler, inTexCoord).rg, 0.0f, 1.0f);
75}
76
77uint4 PS_PassthroughRG2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
78{
79    uint2 size;
80    TextureUI.GetDimensions(size.x, size.y);
81
82    return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).rg, 0, 0);
83}
84
85int4 PS_PassthroughRG2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
86{
87    uint2 size;
88    TextureI.GetDimensions(size.x, size.y);
89
90    return int4(TextureI.Load(int3(size * inTexCoord, 0)).rg, 0, 0);
91}
92
93float4 PS_PassthroughR2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
94{
95    return float4(TextureF.Sample(Sampler, inTexCoord).r, 0.0f, 0.0f, 1.0f);
96}
97
98uint4 PS_PassthroughR2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
99{
100    uint2 size;
101    TextureUI.GetDimensions(size.x, size.y);
102
103    return uint4(TextureUI.Load(int3(size * inTexCoord, 0)).r, 0, 0, 0);
104}
105
106int4 PS_PassthroughR2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
107{
108    uint2 size;
109    TextureI.GetDimensions(size.x, size.y);
110
111    return int4(TextureI.Load(int3(size * inTexCoord, 0)).r, 0, 0, 0);
112}
113
114float4 PS_PassthroughLum2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
115{
116    return float4(TextureF.Sample(Sampler, inTexCoord).rrr, 1.0f);
117}
118
119float4 PS_PassthroughLumAlpha2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0
120{
121    return TextureF.Sample(Sampler, inTexCoord).rrra;
122}
123