#if 0 // // Generated by Microsoft (R) D3D Shader Disassembler // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xy // TEXCOORD 0 xy 1 NONE float // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_TARGET 0 xyzw 0 TARGET float xyzw // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[8], immediateIndexed dcl_resource_texture2darray (float,float,float,float) t0 dcl_input_ps_siv linear noperspective v0.xy, position dcl_output o0.xyzw dcl_temps 2 add r0.xy, v0.xyxx, -cb0[7].xyxx ftoi r0.xy, r0.xyxx bfi r0.z, l(2), l(2), r0.y, l(0) bfi r1.z, l(2), l(0), r0.x, r0.z ishr r1.xy, r0.xyxx, l(2, 2, 0, 0) mov r1.w, l(0) ld_indexable(texture2darray)(float,float,float,float) r0.x, r1.xyzw, t0.xyzw mov_sat r0.x, r0.x log r0.x, r0.x mul r0.x, r0.x, cb0[4].z exp o0.xyzw, r0.xxxx ret // Approximately 0 instruction slots used #endif const BYTE g_ReinterleaveAO_PS_ENABLE_BLUR_0_DEPTH_LAYER_COUNT_1_D3D11[] = { 68, 88, 66, 67, 50, 64, 90, 226, 170, 28, 158, 218, 73, 191, 66, 28, 80, 182, 224, 122, 1, 0, 0, 0, 96, 2, 0, 0, 3, 0, 0, 0, 44, 0, 0, 0, 132, 0, 0, 0, 184, 0, 0, 0, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 3, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 83, 86, 95, 80, 111, 115, 105, 116, 105, 111, 110, 0, 84, 69, 88, 67, 79, 79, 82, 68, 0, 171, 171, 171, 79, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 84, 65, 82, 71, 69, 84, 0, 171, 171, 83, 72, 69, 88, 160, 1, 0, 0, 80, 0, 0, 0, 104, 0, 0, 0, 106, 8, 0, 1, 89, 0, 0, 4, 70, 142, 32, 0, 0, 0, 0, 0, 8, 0, 0, 0, 88, 64, 0, 4, 0, 112, 16, 0, 0, 0, 0, 0, 85, 85, 0, 0, 100, 32, 0, 4, 50, 16, 16, 0, 0, 0, 0, 0, 1, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 104, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 9, 50, 0, 16, 0, 0, 0, 0, 0, 70, 16, 16, 0, 0, 0, 0, 0, 70, 128, 32, 128, 65, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 27, 0, 0, 5, 50, 0, 16, 0, 0, 0, 0, 0, 70, 0, 16, 0, 0, 0, 0, 0, 140, 0, 0, 11, 66, 0, 16, 0, 0, 0, 0, 0, 1, 64, 0, 0, 2, 0, 0, 0, 1, 64, 0, 0, 2, 0, 0, 0, 26, 0, 16, 0, 0, 0, 0, 0, 1, 64, 0, 0, 0, 0, 0, 0, 140, 0, 0, 11, 66, 0, 16, 0, 1, 0, 0, 0, 1, 64, 0, 0, 2, 0, 0, 0, 1, 64, 0, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 42, 0, 16, 0, 0, 0, 0, 0, 42, 0, 0, 10, 50, 0, 16, 0, 1, 0, 0, 0, 70, 0, 16, 0, 0, 0, 0, 0, 2, 64, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 5, 130, 0, 16, 0, 1, 0, 0, 0, 1, 64, 0, 0, 0, 0, 0, 0, 45, 0, 0, 137, 2, 2, 0, 128, 67, 85, 21, 0, 18, 0, 16, 0, 0, 0, 0, 0, 70, 14, 16, 0, 1, 0, 0, 0, 70, 126, 16, 0, 0, 0, 0, 0, 54, 32, 0, 5, 18, 0, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 47, 0, 0, 5, 18, 0, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 56, 0, 0, 8, 18, 0, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 42, 128, 32, 0, 0, 0, 0, 0, 4, 0, 0, 0, 25, 0, 0, 5, 242, 32, 16, 0, 0, 0, 0, 0, 6, 0, 16, 0, 0, 0, 0, 0, 62, 0, 0, 1 }; #if 0 // // Generated by Microsoft (R) D3D Shader Disassembler // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xy // TEXCOORD 0 xy 1 NONE float // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_TARGET 0 xyzw 0 TARGET float xyzw // ps_5_0 dcl_globalFlags refactoringAllowed dcl_constantbuffer cb0[8], immediateIndexed dcl_resource_texture2darray (float,float,float,float) t0 dcl_input_ps_siv linear noperspective v0.xy, position dcl_output o0.xyzw dcl_temps 2 add r0.xy, v0.xyxx, -cb0[7].xyxx ftoi r0.xy, r0.xyxx bfi r0.z, l(2), l(2), r0.y, l(0) bfi r1.z, l(2), l(0), r0.x, r0.z ishr r1.xy, r0.xyxx, l(2, 2, 0, 0) mov r1.w, l(0) ld_indexable(texture2darray)(float,float,float,float) r0.x, r1.xyzw, t0.xyzw mov_sat r0.x, r0.x log r0.x, r0.x mul r0.x, r0.x, cb0[4].z exp o0.xyzw, r0.xxxx ret // Approximately 0 instruction slots used #endif const BYTE g_ReinterleaveAO_PS_ENABLE_BLUR_0_DEPTH_LAYER_COUNT_2_D3D11[] = { 68, 88, 66, 67, 50, 64, 90, 226, 170, 28, 158, 218, 73, 191, 66, 28, 80, 182, 224, 122, 1, 0, 0, 0, 96, 2, 0, 0, 3, 0, 0, 0, 44, 0, 0, 0, 132, 0, 0, 0, 184, 0, 0, 0, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 3, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 83, 86, 95, 80, 111, 115, 105, 116, 105, 111, 110, 0, 84, 69, 88, 67, 79, 79, 82, 68, 0, 171, 171, 171, 79, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 0, 0, 0, 83, 86, 95, 84, 65, 82, 71, 69, 84, 0, 171, 171, 83, 72, 69, 88, 160, 1, 0, 0, 80, 0, 0, 0, 104, 0, 0, 0, 106, 8, 0, 1, 89, 0, 0, 4, 70, 142, 32, 0, 0, 0, 0, 0, 8, 0, 0, 0, 88, 64, 0, 4, 0, 112, 16, 0, 0, 0, 0, 0, 85, 85, 0, 0, 100, 32, 0, 4, 50, 16, 16, 0, 0, 0, 0, 0, 1, 0, 0, 0, 101, 0, 0, 3, 242, 32, 16, 0, 0, 0, 0, 0, 104, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 9, 50, 0, 16, 0, 0, 0, 0, 0, 70, 16, 16, 0, 0, 0, 0, 0, 70, 128, 32, 128, 65, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0, 0, 27, 0, 0, 5, 50, 0, 16, 0, 0, 0, 0, 0, 70, 0, 16, 0, 0, 0, 0, 0, 140, 0, 0, 11, 66, 0, 16, 0, 0, 0, 0, 0, 1, 64, 0, 0, 2, 0, 0, 0, 1, 64, 0, 0, 2, 0, 0, 0, 26, 0, 16, 0, 0, 0, 0, 0, 1, 64, 0, 0, 0, 0, 0, 0, 140, 0, 0, 11, 66, 0, 16, 0, 1, 0, 0, 0, 1, 64, 0, 0, 2, 0, 0, 0, 1, 64, 0, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 42, 0, 16, 0, 0, 0, 0, 0, 42, 0, 0, 10, 50, 0, 16, 0, 1, 0, 0, 0, 70, 0, 16, 0, 0, 0, 0, 0, 2, 64, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 5, 130, 0, 16, 0, 1, 0, 0, 0, 1, 64, 0, 0, 0, 0, 0, 0, 45, 0, 0, 137, 2, 2, 0, 128, 67, 85, 21, 0, 18, 0, 16, 0, 0, 0, 0, 0, 70, 14, 16, 0, 1, 0, 0, 0, 70, 126, 16, 0, 0, 0, 0, 0, 54, 32, 0, 5, 18, 0, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 47, 0, 0, 5, 18, 0, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 56, 0, 0, 8, 18, 0, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 42, 128, 32, 0, 0, 0, 0, 0, 4, 0, 0, 0, 25, 0, 0, 5, 242, 32, 16, 0, 0, 0, 0, 0, 6, 0, 16, 0, 0, 0, 0, 0, 62, 0, 0, 1 }; #if 0 // // Generated by Microsoft (R) D3D Shader Disassembler // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xy // TEXCOORD 0 xy 1 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_TARGET 0 xy 0 TARGET float xy // ps_5_0 dcl_globalFlags refactoringAllowed dcl_sampler s0, mode_default dcl_resource_texture2darray (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t1 dcl_input_ps_siv linear noperspective v0.xy, position dcl_input_ps linear v1.xy dcl_output o0.xy dcl_temps 2 ftoi r0.xy, v0.xyxx bfi r0.z, l(2), l(2), r0.y, l(0) bfi r1.z, l(2), l(0), r0.x, r0.z ishr r1.xy, r0.xyxx, l(2, 2, 0, 0) mov r1.w, l(0) ld_indexable(texture2darray)(float,float,float,float) r0.x, r1.xyzw, t0.xyzw mov o0.x, r0.x sample_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t1.xyzw, s0 mov o0.y, r0.x ret // Approximately 0 instruction slots used #endif const BYTE g_ReinterleaveAO_PS_ENABLE_BLUR_1_DEPTH_LAYER_COUNT_1_D3D11[] = { 68, 88, 66, 67, 78, 212, 35, 117, 143, 115, 158, 122, 153, 136, 159, 204, 78, 252, 224, 241, 1, 0, 0, 0, 76, 2, 0, 0, 3, 0, 0, 0, 44, 0, 0, 0, 132, 0, 0, 0, 184, 0, 0, 0, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 3, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 3, 3, 0, 0, 83, 86, 95, 80, 111, 115, 105, 116, 105, 111, 110, 0, 84, 69, 88, 67, 79, 79, 82, 68, 0, 171, 171, 171, 79, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 3, 12, 0, 0, 83, 86, 95, 84, 65, 82, 71, 69, 84, 0, 171, 171, 83, 72, 69, 88, 140, 1, 0, 0, 80, 0, 0, 0, 99, 0, 0, 0, 106, 8, 0, 1, 90, 0, 0, 3, 0, 96, 16, 0, 0, 0, 0, 0, 88, 64, 0, 4, 0, 112, 16, 0, 0, 0, 0, 0, 85, 85, 0, 0, 88, 24, 0, 4, 0, 112, 16, 0, 1, 0, 0, 0, 85, 85, 0, 0, 100, 32, 0, 4, 50, 16, 16, 0, 0, 0, 0, 0, 1, 0, 0, 0, 98, 16, 0, 3, 50, 16, 16, 0, 1, 0, 0, 0, 101, 0, 0, 3, 50, 32, 16, 0, 0, 0, 0, 0, 104, 0, 0, 2, 2, 0, 0, 0, 27, 0, 0, 5, 50, 0, 16, 0, 0, 0, 0, 0, 70, 16, 16, 0, 0, 0, 0, 0, 140, 0, 0, 11, 66, 0, 16, 0, 0, 0, 0, 0, 1, 64, 0, 0, 2, 0, 0, 0, 1, 64, 0, 0, 2, 0, 0, 0, 26, 0, 16, 0, 0, 0, 0, 0, 1, 64, 0, 0, 0, 0, 0, 0, 140, 0, 0, 11, 66, 0, 16, 0, 1, 0, 0, 0, 1, 64, 0, 0, 2, 0, 0, 0, 1, 64, 0, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 42, 0, 16, 0, 0, 0, 0, 0, 42, 0, 0, 10, 50, 0, 16, 0, 1, 0, 0, 0, 70, 0, 16, 0, 0, 0, 0, 0, 2, 64, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 5, 130, 0, 16, 0, 1, 0, 0, 0, 1, 64, 0, 0, 0, 0, 0, 0, 45, 0, 0, 137, 2, 2, 0, 128, 67, 85, 21, 0, 18, 0, 16, 0, 0, 0, 0, 0, 70, 14, 16, 0, 1, 0, 0, 0, 70, 126, 16, 0, 0, 0, 0, 0, 54, 0, 0, 5, 18, 32, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 69, 0, 0, 139, 194, 0, 0, 128, 67, 85, 21, 0, 18, 0, 16, 0, 0, 0, 0, 0, 70, 16, 16, 0, 1, 0, 0, 0, 70, 126, 16, 0, 1, 0, 0, 0, 0, 96, 16, 0, 0, 0, 0, 0, 54, 0, 0, 5, 34, 32, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 62, 0, 0, 1 }; #if 0 // // Generated by Microsoft (R) D3D Shader Disassembler // // // Input signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_Position 0 xyzw 0 POS float xy // TEXCOORD 0 xy 1 NONE float xy // // // Output signature: // // Name Index Mask Register SysValue Format Used // -------------------- ----- ------ -------- -------- ------- ------ // SV_TARGET 0 xy 0 TARGET float xy // ps_5_0 dcl_globalFlags refactoringAllowed dcl_sampler s0, mode_default dcl_resource_texture2darray (float,float,float,float) t0 dcl_resource_texture2d (float,float,float,float) t1 dcl_resource_texture2d (float,float,float,float) t2 dcl_input_ps_siv linear noperspective v0.xy, position dcl_input_ps linear v1.xy dcl_output o0.xy dcl_temps 2 ftoi r0.xy, v0.xyxx bfi r0.z, l(2), l(2), r0.y, l(0) bfi r1.z, l(2), l(0), r0.x, r0.z ishr r1.xy, r0.xyxx, l(2, 2, 0, 0) mov r1.w, l(0) ld_indexable(texture2darray)(float,float,float,float) r0.x, r1.xyzw, t0.xyzw mov o0.x, r0.x sample_indexable(texture2d)(float,float,float,float) r0.x, v1.xyxx, t1.xyzw, s0 sample_indexable(texture2d)(float,float,float,float) r0.y, v1.xyxx, t2.yxzw, s0 min o0.y, r0.y, r0.x ret // Approximately 0 instruction slots used #endif const BYTE g_ReinterleaveAO_PS_ENABLE_BLUR_1_DEPTH_LAYER_COUNT_2_D3D11[] = { 68, 88, 66, 67, 114, 202, 25, 200, 189, 22, 77, 38, 178, 204, 28, 164, 26, 54, 24, 75, 1, 0, 0, 0, 144, 2, 0, 0, 3, 0, 0, 0, 44, 0, 0, 0, 132, 0, 0, 0, 184, 0, 0, 0, 73, 83, 71, 78, 80, 0, 0, 0, 2, 0, 0, 0, 8, 0, 0, 0, 56, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 15, 3, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 1, 0, 0, 0, 3, 3, 0, 0, 83, 86, 95, 80, 111, 115, 105, 116, 105, 111, 110, 0, 84, 69, 88, 67, 79, 79, 82, 68, 0, 171, 171, 171, 79, 83, 71, 78, 44, 0, 0, 0, 1, 0, 0, 0, 8, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 3, 12, 0, 0, 83, 86, 95, 84, 65, 82, 71, 69, 84, 0, 171, 171, 83, 72, 69, 88, 208, 1, 0, 0, 80, 0, 0, 0, 116, 0, 0, 0, 106, 8, 0, 1, 90, 0, 0, 3, 0, 96, 16, 0, 0, 0, 0, 0, 88, 64, 0, 4, 0, 112, 16, 0, 0, 0, 0, 0, 85, 85, 0, 0, 88, 24, 0, 4, 0, 112, 16, 0, 1, 0, 0, 0, 85, 85, 0, 0, 88, 24, 0, 4, 0, 112, 16, 0, 2, 0, 0, 0, 85, 85, 0, 0, 100, 32, 0, 4, 50, 16, 16, 0, 0, 0, 0, 0, 1, 0, 0, 0, 98, 16, 0, 3, 50, 16, 16, 0, 1, 0, 0, 0, 101, 0, 0, 3, 50, 32, 16, 0, 0, 0, 0, 0, 104, 0, 0, 2, 2, 0, 0, 0, 27, 0, 0, 5, 50, 0, 16, 0, 0, 0, 0, 0, 70, 16, 16, 0, 0, 0, 0, 0, 140, 0, 0, 11, 66, 0, 16, 0, 0, 0, 0, 0, 1, 64, 0, 0, 2, 0, 0, 0, 1, 64, 0, 0, 2, 0, 0, 0, 26, 0, 16, 0, 0, 0, 0, 0, 1, 64, 0, 0, 0, 0, 0, 0, 140, 0, 0, 11, 66, 0, 16, 0, 1, 0, 0, 0, 1, 64, 0, 0, 2, 0, 0, 0, 1, 64, 0, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 42, 0, 16, 0, 0, 0, 0, 0, 42, 0, 0, 10, 50, 0, 16, 0, 1, 0, 0, 0, 70, 0, 16, 0, 0, 0, 0, 0, 2, 64, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 54, 0, 0, 5, 130, 0, 16, 0, 1, 0, 0, 0, 1, 64, 0, 0, 0, 0, 0, 0, 45, 0, 0, 137, 2, 2, 0, 128, 67, 85, 21, 0, 18, 0, 16, 0, 0, 0, 0, 0, 70, 14, 16, 0, 1, 0, 0, 0, 70, 126, 16, 0, 0, 0, 0, 0, 54, 0, 0, 5, 18, 32, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 69, 0, 0, 139, 194, 0, 0, 128, 67, 85, 21, 0, 18, 0, 16, 0, 0, 0, 0, 0, 70, 16, 16, 0, 1, 0, 0, 0, 70, 126, 16, 0, 1, 0, 0, 0, 0, 96, 16, 0, 0, 0, 0, 0, 69, 0, 0, 139, 194, 0, 0, 128, 67, 85, 21, 0, 34, 0, 16, 0, 0, 0, 0, 0, 70, 16, 16, 0, 1, 0, 0, 0, 22, 126, 16, 0, 2, 0, 0, 0, 0, 96, 16, 0, 0, 0, 0, 0, 51, 0, 0, 7, 34, 32, 16, 0, 0, 0, 0, 0, 26, 0, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 62, 0, 0, 1 }; namespace Generated { void ReinterleaveAO_PS::Create(DevicePointer Device) { m_Shader[ShaderPermutations::ENABLE_BLUR_0][ShaderPermutations::DEPTH_LAYER_COUNT_1].Create(Device, g_ReinterleaveAO_PS_ENABLE_BLUR_0_DEPTH_LAYER_COUNT_1_D3D11, sizeof(g_ReinterleaveAO_PS_ENABLE_BLUR_0_DEPTH_LAYER_COUNT_1_D3D11)); m_Shader[ShaderPermutations::ENABLE_BLUR_0][ShaderPermutations::DEPTH_LAYER_COUNT_2].Create(Device, g_ReinterleaveAO_PS_ENABLE_BLUR_0_DEPTH_LAYER_COUNT_2_D3D11, sizeof(g_ReinterleaveAO_PS_ENABLE_BLUR_0_DEPTH_LAYER_COUNT_2_D3D11)); m_Shader[ShaderPermutations::ENABLE_BLUR_1][ShaderPermutations::DEPTH_LAYER_COUNT_1].Create(Device, g_ReinterleaveAO_PS_ENABLE_BLUR_1_DEPTH_LAYER_COUNT_1_D3D11, sizeof(g_ReinterleaveAO_PS_ENABLE_BLUR_1_DEPTH_LAYER_COUNT_1_D3D11)); m_Shader[ShaderPermutations::ENABLE_BLUR_1][ShaderPermutations::DEPTH_LAYER_COUNT_2].Create(Device, g_ReinterleaveAO_PS_ENABLE_BLUR_1_DEPTH_LAYER_COUNT_2_D3D11, sizeof(g_ReinterleaveAO_PS_ENABLE_BLUR_1_DEPTH_LAYER_COUNT_2_D3D11)); } void ReinterleaveAO_PS::Release(DevicePointer Device) { m_Shader[ShaderPermutations::ENABLE_BLUR_0][ShaderPermutations::DEPTH_LAYER_COUNT_1].Release(Device); m_Shader[ShaderPermutations::ENABLE_BLUR_0][ShaderPermutations::DEPTH_LAYER_COUNT_2].Release(Device); m_Shader[ShaderPermutations::ENABLE_BLUR_1][ShaderPermutations::DEPTH_LAYER_COUNT_1].Release(Device); m_Shader[ShaderPermutations::ENABLE_BLUR_1][ShaderPermutations::DEPTH_LAYER_COUNT_2].Release(Device); } }