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#define SAMPLER2D(samplerName) SamplerState samplerName; |
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#define SAMPLERCUBE(samplerName) SamplerState samplerName; |
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#define SAMPLER3D(samplerName) SamplerState samplerName; |
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#define SAMPLER2D_SHADOW(samplerName) SamplerComparisonState samplerName |
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#define SAMPLERCUBE_SHADOW(samplerName) SamplerComparisonState samplerName |
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#define TEXTURE2D_ARGS(textureName, samplerName) Texture2D textureName, SamplerState samplerName |
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#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) Texture2DArray textureName, SamplerState samplerName |
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#define TEXTURECUBE_SHADOW_PASS(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_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3((coord2).xy, index), lod) |
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#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3) textureName.SampleLevel(samplerName, coord3, lod) |
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#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, float4((coord3).xyz, index), 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 SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord3).xyz, (coord3).w) |