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#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0)) |
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#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex) |
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#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) |
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#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) |
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#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) |
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#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3) textureName.Gather(samplerName, float4(coord3, index)) |
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#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) |
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#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2) |
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#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index)) |
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#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) |
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#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3) textureName.Gather(samplerName, float4(coord3, index)) |
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#define GATHER_TEXTURE3D(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3) |