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#ifndef common_samplers_h_included | ||
#define common_samplers_h_included | ||
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#define Texture2D uniform sampler2D | ||
#define Texture3D uniform sampler3D | ||
#define Texture2DMS uniform sampler2DMS | ||
#define TextureCube uniform samplerCube | ||
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////////////////////////////////////////////////////////////////////////////////////////// | ||
// Geometry phase / deferring // | ||
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//sampler smp_nofilter; // Use D3DTADDRESS_CLAMP, D3DTEXF_POINT, D3DTEXF_NONE, D3DTEXF_POINT | ||
//sampler smp_rtlinear; // Use D3DTADDRESS_CLAMP, D3DTEXF_LINEAR, D3DTEXF_NONE, D3DTEXF_LINEAR | ||
//sampler smp_linear; // Use D3DTADDRESS_WRAP, D3DTEXF_LINEAR, D3DTEXF_LINEAR, D3DTEXF_LINEAR | ||
//sampler smp_base; // Use D3DTADDRESS_WRAP, D3DTEXF_ANISOTROPIC, D3DTEXF_LINEAR, D3DTEXF_ANISOTROPIC | ||
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Texture2D s_base; // smp_base | ||
#ifdef USE_MSAA | ||
Texture2DMS s_generic; // smp_generic | ||
#else | ||
Texture2D s_generic; | ||
#endif | ||
Texture2D s_bump; // | ||
Texture2D s_bumpX; // | ||
Texture2D s_detail; // | ||
Texture2D s_detailBump; // | ||
Texture2D s_detailBumpX; // Error for bump detail | ||
//Texture2D s_bumpD; // | ||
Texture2D s_hemi; // | ||
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Texture2D s_mask; // | ||
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Texture2D s_dt_r; // | ||
Texture2D s_dt_g; // | ||
Texture2D s_dt_b; // | ||
Texture2D s_dt_a; // | ||
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Texture2D s_dn_r; // | ||
Texture2D s_dn_g; // | ||
Texture2D s_dn_b; // | ||
Texture2D s_dn_a; // | ||
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////////////////////////////////////////////////////////////////////////////////////////// | ||
// Lighting/shadowing phase // | ||
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//sampler smp_material; | ||
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//uniform sampler2D s_depth; // | ||
#ifdef USE_MSAA | ||
Texture2DMS s_position; // smp_nofilter or Load | ||
Texture2DMS s_normal; // smp_nofilter or Load | ||
#else | ||
Texture2D s_position; // smp_nofilter or Load | ||
Texture2D s_normal; // smp_nofilter or Load | ||
#endif | ||
Texture2D s_lmap; // 2D/???cube projector lightmap | ||
Texture3D s_material; // smp_material | ||
//uniform sampler1D s_attenuate; // | ||
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////////////////////////////////////////////////////////////////////////////////////////// | ||
// Combine phase // | ||
#ifdef USE_MSAA | ||
Texture2DMS s_diffuse; // rgb.a = diffuse.gloss | ||
Texture2DMS s_accumulator; // rgb.a = diffuse.specular | ||
#else | ||
Texture2D s_diffuse; // rgb.a = diffuse.gloss | ||
Texture2D s_accumulator; // rgb.a = diffuse.specular | ||
#endif | ||
//uniform sampler2D s_generic; // | ||
Texture2D s_bloom; // | ||
Texture2D s_image; // used in various post-processing | ||
Texture2D s_tonemap; // actually MidleGray / exp(Lw + eps) | ||
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#endif // #ifndef common_samplers_h_included |
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