67 lines
2 KiB
HLSL
67 lines
2 KiB
HLSL
#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
|
|
Texture2D s_generic;
|
|
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; //
|
|
|
|
Texture2D s_dn_rX;
|
|
Texture2D s_dn_gX;
|
|
Texture2D s_dn_bX;
|
|
Texture2D s_dn_aX;
|
|
|
|
Texture2D s_refl;
|
|
TextureCube s_env;
|
|
|
|
TextureCube env_s0;
|
|
TextureCube env_s1;
|
|
TextureCube sky_s0;
|
|
TextureCube sky_s1;
|
|
|
|
// Lighting/shadowing phase //
|
|
|
|
sampler smp_material;
|
|
|
|
// uniform sampler2D s_depth; //
|
|
Texture2D s_position; // smp_nofilter or Load
|
|
Texture2D s_surface; // smp_nofilter or Load
|
|
Texture2D s_normal; // smp_nofilter or Load
|
|
Texture2D s_lmap; // 2D/???cube projector lightmap
|
|
Texture3D s_material; // smp_material
|
|
// uniform sampler1D s_attenuate; //
|
|
|
|
// Combine phase //
|
|
Texture2D s_diffuse; // rgb.a = diffuse.gloss
|
|
Texture2D s_accumulator; // rgb.a = diffuse.specular
|
|
// uniform sampler2D s_generic; //
|
|
Texture2D s_bloom; //
|
|
Texture2D s_image; // used in various post-processing
|
|
Texture2D s_velocity; // used in various post-processing
|
|
Texture2D s_tonemap; // actually MidleGray / exp(Lw + eps)
|
|
|
|
#endif // #ifndef common_samplers_h_included
|