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#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) |
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#define RW_TEXTURE2D(type, textureName) RW_Texture2D<type> textureName |
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#define RW_TEXTURE2D_ARRAY(type, textureName) RW_Texture2D_Array<type> textureName |
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#define RW_TEXTURE3D(type, textureName) RW_Texture3D<type> textureName |
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#define SAMPLER(samplerName) SamplerState samplerName |
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#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
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#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName |
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#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) |
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#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) |
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#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) |
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#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) |
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#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) |
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#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) |
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#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) |
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#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) |
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#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) |
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#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) |
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#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) |
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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_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2) |
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#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod) |
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#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias) |
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#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy) |
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#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index)) |
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#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod) |
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#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias) |
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#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy) |
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#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3) |
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#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod) |
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#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias) |
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#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index)) |
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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_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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#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod)) |
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#define PLATFORM_SUPPORT_GATHER |
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#define GATHER_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.Gather(samplerName, coord2, offset) |
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#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index), offset) |
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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_RED_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherRed(samplerName, coord2, offset) |
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#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherGreen(samplerName, coord2, offset) |
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#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2, offset) textureName.GatherBlue(samplerName, coord2, offset) |
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#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2) |
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#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2) |
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#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2) |
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#define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2) |