//-------------------------------------------------------------------------------------- // CombinedUVMipsPS.hlsl //-------------------------------------------------------------------------------------- Texture2D txInputU : register(t0); Texture2D txInputV : register(t1); Texture1D txInputShift : register(t2); SamplerState GenericSampler : register(s0); struct PS_INPUT { float4 Pos : SV_POSITION; float2 Tex : TEXCOORD; }; //-------------------------------------------------------------------------------------- // Pixel Shader //-------------------------------------------------------------------------------------- float PS(PS_INPUT input) : SV_Target { float fShift = (float)txInputShift.Sample(GenericSampler, input.Tex.x); if(fShift == 0.0f) return (float)txInputU.SampleLevel(GenericSampler, input.Tex, 1.0f); else return (float)txInputV.SampleLevel(GenericSampler, input.Tex, 1.0f); }