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#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod) |
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#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias) |
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#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) |
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#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) |
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#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) |
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#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z) |
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#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z) |
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