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// Texture abstraction |
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#define TEXTURE2D(textureName) Texture2D textureName; |
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#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName; |
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#define TEXTURECUBE(textureName) TextureCube textureName; |
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#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName; |
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#define TEXTURE3D(textureName) Texture3D textureName; |
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#define TEXTURE2D(textureName) Texture2D textureName |
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#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName |
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#define TEXTURECUBE(textureName) TextureCube textureName |
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#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName |
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#define TEXTURE3D(textureName) Texture3D textureName |
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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(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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