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@@ -32,7 +32,8 @@ namespace bs { namespace ct
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template<UINT32 quality, bool MSAA>
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static const ShaderVariation& getVariation()
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{
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- static ShaderVariation variation = ShaderVariation({
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+ static ShaderVariation variation = ShaderVariation(
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+ Vector<ShaderVariation::Param>{
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ShaderVariation::Param("QUALITY", quality),
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ShaderVariation::Param("MSAA", MSAA)
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});
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@@ -246,7 +247,8 @@ namespace bs { namespace ct
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template<bool is3D>
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static const ShaderVariation& getVariation()
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{
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- static ShaderVariation variation = ShaderVariation({
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+ static ShaderVariation variation = ShaderVariation(
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+ Vector<ShaderVariation::Param>{
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ShaderVariation::Param("VOLUME_LUT", is3D),
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});
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@@ -310,7 +312,8 @@ namespace bs { namespace ct
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template<bool volumeLUT, bool gammaOnly, bool autoExposure, bool MSAA>
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static const ShaderVariation& getVariation()
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{
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- static ShaderVariation variation = ShaderVariation({
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+ static ShaderVariation variation = ShaderVariation(
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+ Vector<ShaderVariation::Param>{
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ShaderVariation::Param("VOLUME_LUT", volumeLUT),
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ShaderVariation::Param("GAMMA_ONLY", gammaOnly),
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ShaderVariation::Param("AUTO_EXPOSURE", autoExposure),
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@@ -407,7 +410,8 @@ namespace bs { namespace ct
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template<bool near, bool far>
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static const ShaderVariation& getVariation()
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{
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- static ShaderVariation variation = ShaderVariation({
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+ static ShaderVariation variation = ShaderVariation(
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+ Vector<ShaderVariation::Param>{
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ShaderVariation::Param("NEAR", near),
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ShaderVariation::Param("FAR", far)
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});
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@@ -470,7 +474,8 @@ namespace bs { namespace ct
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template<bool near, bool far>
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static const ShaderVariation& getVariation()
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{
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- static ShaderVariation variation = ShaderVariation({
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+ static ShaderVariation variation = ShaderVariation(
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+ Vector<ShaderVariation::Param>{
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ShaderVariation::Param("NEAR", near),
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ShaderVariation::Param("FAR", far),
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});
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@@ -617,7 +622,8 @@ namespace bs { namespace ct
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template<bool upsample, bool finalPass, int quality>
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static const ShaderVariation& getVariation()
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{
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- static ShaderVariation variation = ShaderVariation({
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+ static ShaderVariation variation = ShaderVariation(
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+ Vector<ShaderVariation::Param>{
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ShaderVariation::Param("MIX_WITH_UPSAMPLED", upsample),
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ShaderVariation::Param("FINAL_AO", finalPass),
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ShaderVariation::Param("QUALITY", quality)
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@@ -716,7 +722,8 @@ namespace bs { namespace ct
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template<bool horizontal>
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static const ShaderVariation& getVariation()
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{
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- static ShaderVariation variation = ShaderVariation({
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+ static ShaderVariation variation = ShaderVariation(
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+ Vector<ShaderVariation::Param>{
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ShaderVariation::Param("DIR_HORZ", horizontal)
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});
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@@ -761,7 +768,8 @@ namespace bs { namespace ct
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template<bool msaa, bool singleSampleMSAA>
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static const ShaderVariation& getVariation()
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{
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- static ShaderVariation variation = ShaderVariation({
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+ static ShaderVariation variation = ShaderVariation(
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+ Vector<ShaderVariation::Param>{
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ShaderVariation::Param("MSAA_COUNT", msaa ? 2 : 1),
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ShaderVariation::Param("MSAA_RESOLVE_0TH", singleSampleMSAA)
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});
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@@ -815,7 +823,8 @@ namespace bs { namespace ct
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template<UINT32 quality, bool msaa, bool singleSampleMSAA>
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static const ShaderVariation& getVariation()
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{
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- static ShaderVariation variation = ShaderVariation({
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+ static ShaderVariation variation = ShaderVariation(
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+ Vector<ShaderVariation::Param>{
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ShaderVariation::Param("MSAA_COUNT", msaa ? 2 : 1),
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ShaderVariation::Param("QUALITY", quality),
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ShaderVariation::Param("MSAA_RESOLVE_0TH", singleSampleMSAA)
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@@ -888,7 +897,8 @@ namespace bs { namespace ct
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template<bool msaa>
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static const ShaderVariation& getVariation()
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{
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- static ShaderVariation variation = ShaderVariation({
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+ static ShaderVariation variation = ShaderVariation(
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+ Vector<ShaderVariation::Param>{
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ShaderVariation::Param("MSAA", msaa)
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});
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@@ -975,7 +985,8 @@ namespace bs { namespace ct
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template<UINT32 msaa>
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static const ShaderVariation& getVariation()
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{
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- static ShaderVariation variation = ShaderVariation({
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+ static ShaderVariation variation = ShaderVariation(
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+ Vector<ShaderVariation::Param>{
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ShaderVariation::Param("MSAA_COUNT", msaa)
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});
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