ソースを参照

simplify TileMap shader

Nikos Kastellanos 1 年間 前
コミット
b14bb717a5

BIN
Shaders/Tilemap/Resources/TilemapEffect.dx11.fxo.10


BIN
Shaders/Tilemap/Resources/TilemapEffect.xna.WinReach


+ 0 - 21
Shaders/Tilemap/Shaders/Macros.fxh

@@ -9,24 +9,6 @@
 	technique name { pass { VertexShader = compile vs_2_0 vsname (); PixelShader = compile ps_2_0 psname(); } }
 
 
-#ifdef SM4  // Macros for targetting HLSL 4.0
-
-
-#define DECLARE_TEXTURE(Name, index) \
-    Texture2D<float4> Name : register(t##index); \
-    sampler Name##Sampler : register(s##index)
-
-#define DECLARE_CUBEMAP(Name, index) \
-    TextureCube<float4> Name : register(t##index); \
-    sampler Name##Sampler : register(s##index)
-
-#define SAMPLE_TEXTURE(Name, texCoord)  Name.Sample(Name##Sampler, texCoord)
-#define SAMPLE_CUBEMAP(Name, texCoord)  Name.Sample(Name##Sampler, texCoord)
-
-
-#else  // Macros for targetting shader model 2.0 (XNA & MojoShader)
-
-
 #define DECLARE_TEXTURE(Name, index) \
     texture2D Name : register(t##index); \
     sampler Name##Sampler : register(s##index) 
@@ -39,9 +21,6 @@
 #define SAMPLE_CUBEMAP(Name, texCoord)  texCUBE(Name##Sampler, texCoord)
 
 
-#endif
-
-
 #ifdef SM4  // Macros for targetting HLSL 4.0
 
 #define BEGIN_CONSTANTS     cbuffer Parameters : register(b0) {