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// #define LIT_DIFFUSE_LAMBERT_BRDF |
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#define LIT_USE_GGX_ENERGY_COMPENSATION |
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// Sampler use by area light, gaussian pyramid, ambient occlusion etc... |
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SamplerState s_linear_clamp_sampler; |
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SamplerState s_trilinear_clamp_sampler; |
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// Rough refraction texture |
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// Color pyramid (width, height, lodcount, Unused) |
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TEXTURE2D(_GaussianPyramidColorTexture); |
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