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gamedata/shaders/r3/common_samplers.h
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71
gamedata/shaders/r3/common_samplers.h
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#ifndef common_samplers_h_included
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#define common_samplers_h_included
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//////////////////////////////////////////////////////////////////////////////////////////
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// Geometry phase / deferring //
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sampler smp_nofilter; // Use D3DTADDRESS_CLAMP, D3DTEXF_POINT, D3DTEXF_NONE, D3DTEXF_POINT
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sampler smp_rtlinear; // Use D3DTADDRESS_CLAMP, D3DTEXF_LINEAR, D3DTEXF_NONE, D3DTEXF_LINEAR
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sampler smp_linear; // Use D3DTADDRESS_WRAP, D3DTEXF_LINEAR, D3DTEXF_LINEAR, D3DTEXF_LINEAR
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sampler smp_base; // Use D3DTADDRESS_WRAP, D3DTEXF_ANISOTROPIC, D3DTEXF_LINEAR, D3DTEXF_ANISOTROPIC
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Texture2D s_base; // smp_base
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#ifdef USE_MSAA
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Texture2DMS<float4, MSAA_SAMPLES> s_generic; // smp_generic
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#else
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Texture2D s_generic;
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#endif
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Texture2D s_bump; //
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Texture2D s_bumpX; //
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Texture2D s_detail; //
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Texture2D s_detailBump; //
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Texture2D s_detailBumpX; // Error for bump detail
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//Texture2D s_bumpD; //
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Texture2D s_hemi; //
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Texture2D s_mask; //
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Texture2D s_dt_r; //
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Texture2D s_dt_g; //
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Texture2D s_dt_b; //
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Texture2D s_dt_a; //
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Texture2D s_dn_r; //
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Texture2D s_dn_g; //
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Texture2D s_dn_b; //
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Texture2D s_dn_a; //
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//////////////////////////////////////////////////////////////////////////////////////////
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// Lighting/shadowing phase //
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sampler smp_material;
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//uniform sampler2D s_depth; //
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#ifdef USE_MSAA
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Texture2DMS<float4, MSAA_SAMPLES> s_position; // smp_nofilter or Load
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Texture2DMS<float4, MSAA_SAMPLES> s_normal; // smp_nofilter or Load
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#else
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Texture2D s_position; // smp_nofilter or Load
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Texture2D s_normal; // smp_nofilter or Load
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#endif
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Texture2D s_lmap; // 2D/???cube projector lightmap
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Texture3D s_material; // smp_material
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//uniform sampler1D s_attenuate; //
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//////////////////////////////////////////////////////////////////////////////////////////
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// Combine phase //
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#ifdef USE_MSAA
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Texture2DMS<float4, MSAA_SAMPLES> s_diffuse; // rgb.a = diffuse.gloss
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Texture2DMS<float4, MSAA_SAMPLES> s_accumulator; // rgb.a = diffuse.specular
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#else
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Texture2D s_diffuse; // rgb.a = diffuse.gloss
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Texture2D s_accumulator; // rgb.a = diffuse.specular
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#endif
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//uniform sampler2D s_generic; //
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Texture2D s_bloom; //
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Texture2D s_image; // used in various post-processing
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Texture2D s_tonemap; // actually MidleGray / exp(Lw + eps)
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#endif // #ifndef common_samplers_h_included
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