Selaa lähdekoodia

DECLARE_TEXTURE macro

Nick Kastellanos 2 vuotta sitten
vanhempi
commit
8d2904f7e8

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Shaders/Deferred/Resources/DeferredBasicEffect.xna.WinReach


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Shaders/Deferred/Resources/DeferredCombine.xna.WinReach


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Shaders/Deferred/Resources/DeferredPointLight.xna.WinReach


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Shaders/Deferred/Resources/DeferredSpotLight.xna.WinReach


+ 6 - 4
Shaders/Deferred/Shaders/Macros.fxh

@@ -49,13 +49,15 @@
 #define _cb(r)
 
 #define DECLARE_TEXTURE(Name, index) \
-    sampler2D Name : register(s##index);
+    texture2D Name; \
+    sampler Name##Sampler : register(s##index)= sampler_state { Texture = (Name); };
 
 #define DECLARE_CUBEMAP(Name, index) \
-    samplerCUBE Name : register(s##index);
+    textureCUBE Name; \
+    sampler Name##Sampler : register(s##index) = sampler_state { Texture = (Name); };
 
-#define SAMPLE_TEXTURE(Name, texCoord)  tex2D(Name, texCoord)
-#define SAMPLE_CUBEMAP(Name, texCoord)  texCUBE(Name, texCoord)
+#define SAMPLE_TEXTURE(Name, texCoord)  tex2D(Name##Sampler, texCoord)
+#define SAMPLE_CUBEMAP(Name, texCoord)  texCUBE(Name##Sampler, texCoord)
 
 
 #endif

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Shaders/FXAA/Resources/FXAAGreenLumaHigh.xna.WinHiDef


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Shaders/FXAA/Resources/FXAAGreenLumaLow.xna.WinHiDef


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Shaders/FXAA/Resources/FXAAGreenLumaMedium.xna.WinHiDef


+ 1 - 1
Shaders/FXAA/Shaders/FXAAGreenLumaHigh.fx

@@ -60,7 +60,7 @@ float4 PixelShaderFunction_FXAA(VSOutput input) : SV_Target0
 	tex.tex = Texture;
 	tex.smpl = TextureSampler;
 #else
-    tex = Texture;
+    tex = TextureSampler;
 #endif
 	
 	float4 value = FxaaPixelShader(

+ 1 - 1
Shaders/FXAA/Shaders/FXAAGreenLumaLow.fx

@@ -59,7 +59,7 @@ float4 PixelShaderFunction_FXAA(VSOutput input) : SV_Target0
 	tex.tex = Texture;
 	tex.smpl = TextureSampler;
 #else
-    tex = Texture;
+    tex = TextureSampler;
 #endif
 	
 	float4 value = FxaaPixelShader(

+ 1 - 1
Shaders/FXAA/Shaders/FXAAGreenLumaMedium.fx

@@ -60,7 +60,7 @@ float4 PixelShaderFunction_FXAA(VSOutput input) : SV_Target0
 	tex.tex = Texture;
 	tex.smpl = TextureSampler;
 #else
-    tex = Texture;
+    tex = TextureSampler;
 #endif
 	
 	float4 value = FxaaPixelShader(

+ 6 - 4
Shaders/FXAA/Shaders/Macros.fxh

@@ -49,13 +49,15 @@
 #define _cb(r)
 
 #define DECLARE_TEXTURE(Name, index) \
-    sampler2D Name : register(s##index);
+    texture2D Name; \
+    sampler Name##Sampler : register(s##index)= sampler_state { Texture = (Name); };
 
 #define DECLARE_CUBEMAP(Name, index) \
-    samplerCUBE Name : register(s##index);
+    textureCUBE Name; \
+    sampler Name##Sampler : register(s##index) = sampler_state { Texture = (Name); };
 
-#define SAMPLE_TEXTURE(Name, texCoord)  tex2D(Name, texCoord)
-#define SAMPLE_CUBEMAP(Name, texCoord)  texCUBE(Name, texCoord)
+#define SAMPLE_TEXTURE(Name, texCoord)  tex2D(Name##Sampler, texCoord)
+#define SAMPLE_CUBEMAP(Name, texCoord)  texCUBE(Name##Sampler, texCoord)
 
 
 #endif

+ 6 - 4
Shaders/InfiniteGrid/Shaders/Macros.fxh

@@ -55,13 +55,15 @@
 #define _cb(r)
 
 #define DECLARE_TEXTURE(Name, index) \
-    sampler2D Name : register(s##index);
+    texture2D Name; \
+    sampler Name##Sampler : register(s##index)= sampler_state { Texture = (Name); };
 
 #define DECLARE_CUBEMAP(Name, index) \
-    samplerCUBE Name : register(s##index);
+    textureCUBE Name; \
+    sampler Name##Sampler : register(s##index) = sampler_state { Texture = (Name); };
 
-#define SAMPLE_TEXTURE(Name, texCoord)  tex2D(Name, texCoord)
-#define SAMPLE_CUBEMAP(Name, texCoord)  texCUBE(Name, texCoord)
+#define SAMPLE_TEXTURE(Name, texCoord)  tex2D(Name##Sampler, texCoord)
+#define SAMPLE_CUBEMAP(Name, texCoord)  texCUBE(Name##Sampler, texCoord)
 
 
 #endif

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Shaders/Tilemap/Resources/TilemapEffect.xna.WinReach


+ 4 - 2
Shaders/Tilemap/Shaders/Macros.fxh

@@ -50,10 +50,12 @@
 #define _cb(r)
 
 #define DECLARE_TEXTURE(Name, index) \
-    sampler2D Name##Sampler : register(s##index);
+    texture2D Name; \
+    sampler Name##Sampler : register(s##index)= sampler_state { Texture = (Name); };
 
 #define DECLARE_CUBEMAP(Name, index) \
-    samplerCUBE Name : register(s##index);
+    textureCUBE Name; \
+    sampler Name##Sampler : register(s##index) = sampler_state { Texture = (Name); };
 
 #define SAMPLE_TEXTURE(Name, texCoord)  tex2D(Name##Sampler, texCoord)
 #define SAMPLE_CUBEMAP(Name, texCoord)  texCUBE(Name##Sampler, texCoord)