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