1+ #ifndef common_samplers_h_included
2+ #define common_samplers_h_included
3+
4+ #define Texture2D uniform sampler2D
5+ #define Texture3D uniform sampler3D
6+ #define Texture2DMS uniform sampler2DMS
7+ #define TextureCube uniform samplerCube
8+
9+ //////////////////////////////////////////////////////////////////////////////////////////
10+ // Geometry phase / deferring //
11+
12+ //sampler smp_nofilter; // Use D3DTADDRESS_CLAMP, D3DTEXF_POINT, D3DTEXF_NONE, D3DTEXF_POINT
13+ //sampler smp_rtlinear; // Use D3DTADDRESS_CLAMP, D3DTEXF_LINEAR, D3DTEXF_NONE, D3DTEXF_LINEAR
14+ //sampler smp_linear; // Use D3DTADDRESS_WRAP, D3DTEXF_LINEAR, D3DTEXF_LINEAR, D3DTEXF_LINEAR
15+ //sampler smp_base; // Use D3DTADDRESS_WRAP, D3DTEXF_ANISOTROPIC, D3DTEXF_LINEAR, D3DTEXF_ANISOTROPIC
16+
17+ Texture2D s_base ; // smp_base
18+ #ifdef USE_MSAA
19+ Texture2DMS s_generic ; // smp_generic
20+ #else
21+ Texture2D s_generic ;
22+ #endif
23+ Texture2D s_bump ; //
24+ Texture2D s_bumpX ; //
25+ Texture2D s_detail ; //
26+ Texture2D s_detailBump ; //
27+ Texture2D s_detailBumpX ; // Error for bump detail
28+ //Texture2D s_bumpD; //
29+ Texture2D s_hemi ; //
30+
31+ Texture2D s_mask ; //
32+
33+ Texture2D s_dt_r ; //
34+ Texture2D s_dt_g ; //
35+ Texture2D s_dt_b ; //
36+ Texture2D s_dt_a ; //
37+
38+ Texture2D s_dn_r ; //
39+ Texture2D s_dn_g ; //
40+ Texture2D s_dn_b ; //
41+ Texture2D s_dn_a ; //
42+
43+ //////////////////////////////////////////////////////////////////////////////////////////
44+ // Lighting/shadowing phase //
45+
46+ //sampler smp_material;
47+
48+ //uniform sampler2D s_depth; //
49+ #ifdef USE_MSAA
50+ Texture2DMS s_position ; // smp_nofilter or Load
51+ Texture2DMS s_normal ; // smp_nofilter or Load
52+ #else
53+ Texture2D s_position ; // smp_nofilter or Load
54+ Texture2D s_normal ; // smp_nofilter or Load
55+ #endif
56+ Texture2D s_lmap ; // 2D/???cube projector lightmap
57+ Texture3D s_material ; // smp_material
58+ //uniform sampler1D s_attenuate; //
59+
60+
61+ //////////////////////////////////////////////////////////////////////////////////////////
62+ // Combine phase //
63+ #ifdef USE_MSAA
64+ Texture2DMS s_diffuse ; // rgb.a = diffuse.gloss
65+ Texture2DMS s_accumulator ; // rgb.a = diffuse.specular
66+ #else
67+ Texture2D s_diffuse ; // rgb.a = diffuse.gloss
68+ Texture2D s_accumulator ; // rgb.a = diffuse.specular
69+ #endif
70+ //uniform sampler2D s_generic; //
71+ Texture2D s_bloom ; //
72+ Texture2D s_image ; // used in various post-processing
73+ Texture2D s_tonemap ; // actually MidleGray / exp(Lw + eps)
74+
75+
76+ #endif // #ifndef common_samplers_h_included
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