Browse Source

simplify Deferred

Nikos Kastellanos 1 year ago
parent
commit
f7f7d21285

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Shaders/Deferred/Resources/DeferredBasicEffect.dx11.fxo.10


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Shaders/Deferred/Resources/DeferredBasicEffect.ogl.fxo.10


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Shaders/Deferred/Resources/DeferredBasicEffect.xna.WinReach


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Shaders/Deferred/Resources/DeferredCombine.dx11.fxo.10


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Shaders/Deferred/Resources/DeferredCombine.xna.WinReach


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Shaders/Deferred/Resources/DeferredPointLight.dx11.fxo.10


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Shaders/Deferred/Resources/DeferredPointLight.ogl.fxo.10


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Shaders/Deferred/Resources/DeferredPointLight.xna.WinReach


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Shaders/Deferred/Resources/DeferredSpotLight.dx11.fxo.10


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Shaders/Deferred/Resources/DeferredSpotLight.ogl.fxo.10


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Shaders/Deferred/Resources/DeferredSpotLight.xna.WinReach


+ 3 - 3
Shaders/Deferred/Shaders/DeferredBasicEffect.fx

@@ -8,7 +8,7 @@ float specularPower = 0.5f;
 
 DECLARE_TEXTURE(Diffuse, 0) = sampler_state
 {
-    Texture = (Diffuse);
+    //Texture = (Diffuse);
     MAGFILTER = LINEAR;
     MINFILTER = LINEAR;
     MIPFILTER = LINEAR;
@@ -18,7 +18,7 @@ DECLARE_TEXTURE(Diffuse, 0) = sampler_state
 
 DECLARE_TEXTURE(SpecularMap, 1) = sampler_state
 {
-    Texture = (SpecularMap);
+    //Texture = (SpecularMap);
     MagFilter = LINEAR;
     MinFilter = LINEAR;
     Mipfilter = LINEAR;
@@ -28,7 +28,7 @@ DECLARE_TEXTURE(SpecularMap, 1) = sampler_state
 
 DECLARE_TEXTURE(NormalMap, 2) = sampler_state
 {
-    Texture = (NormalMap);
+    //Texture = (NormalMap);
     MagFilter = LINEAR;
     MinFilter = LINEAR;
     Mipfilter = LINEAR;

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

@@ -10,24 +10,6 @@
 	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) 
@@ -40,9 +22,6 @@
 #define SAMPLE_CUBEMAP(Name, texCoord)  texCUBE(Name##Sampler, texCoord)
 
 
-#endif
-
-
 #ifdef SM4  // Macros for targetting HLSL 4.0