diff options
| author | Jason Maskell <Jason Maskell> | 2016-08-01 12:10:17 +0700 |
|---|---|---|
| committer | Jason Maskell <Jason Maskell> | 2016-08-01 12:10:17 +0700 |
| commit | 4f696cb8b1ee6fe6056017272ede68e38abb0564 (patch) | |
| tree | d8cdb963e00bc8ef60d047c2e647eece6eeaa0bb /include/GFSDK_WaveWorks_Common.fxh | |
| parent | Don't need FindDirectX anymore, so deleted it and modified the cmake files. (diff) | |
| download | waveworks_archive-4f696cb8b1ee6fe6056017272ede68e38abb0564.tar.xz waveworks_archive-4f696cb8b1ee6fe6056017272ede68e38abb0564.zip | |
Removed nvsf_ prefix from all shader variables.
Added manually generated glsl.h files for the OpenGL sample. Breaking DRY but no longer need sed and an external CL call to get glsl. Worth the tradeoff.
OpenGL sample now compiles and runs but fails at runtime when loading a texture.
Diffstat (limited to 'include/GFSDK_WaveWorks_Common.fxh')
| -rw-r--r-- | include/GFSDK_WaveWorks_Common.fxh | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/include/GFSDK_WaveWorks_Common.fxh b/include/GFSDK_WaveWorks_Common.fxh index c100c8b..8b13250 100644 --- a/include/GFSDK_WaveWorks_Common.fxh +++ b/include/GFSDK_WaveWorks_Common.fxh @@ -34,30 +34,30 @@ * */ #if defined(GFSDK_WAVEWORKS_SM4) || defined(GFSDK_WAVEWORKS_SM5) - #define SampleTex2D(nvsf_texture,nvsf_sampler,nvsf_coords) nvsf_texture.Sample(nvsf_sampler,nvsf_coords) - #define SampleTex2Dlod(nvsf_texture,nvsf_sampler,nvsf_coords,nvsf_lod) nvsf_texture.SampleLevel(nvsf_sampler,nvsf_coords,nvsf_lod) + #define SampleTex2D(texture,sampler,coords) texture.Sample(sampler,coords) + #define SampleTex2Dlod(texture,sampler,coords,lod) texture.SampleLevel(sampler,coords,lod) #define BEGIN_CBUFFER(name,slot) cbuffer name : register(b##slot) { #define END_CBUFFER }; #define SEMANTIC(x) : x #elif defined(GFSDK_WAVEWORKS_SM3) - #define SampleTex2D(nvsf_texture,nvsf_sampler,nvsf_coords) tex2D(nvsf_sampler,nvsf_coords) - #define SampleTex2Dlod(nvsf_texture,nvsf_sampler,nvsf_coords,nvsf_lod) tex2Dlod(nvsf_sampler,float4(nvsf_coords,0,nvsf_lod)) + #define SampleTex2D(texture,sampler,coords) tex2D(sampler,coords) + #define SampleTex2Dlod(texture,sampler,coords,lod) tex2Dlod(sampler,float4(coords,0,lod)) #define BEGIN_CBUFFER(name,slot) #define END_CBUFFER #define SV_Target COLOR #define SV_Position POSITION #define SEMANTIC(x) : x #elif defined(GFSDK_WAVEWORKS_GNM) - #define SampleTex2D(nvsf_texture,nvsf_sampler,nvsf_coords) nvsf_texture.Sample(nvsf_sampler,nvsf_coords) - #define SampleTex2Dlod(nvsf_texture,nvsf_sampler,nvsf_coords,nvsf_lod) nvsf_texture.SampleLOD(nvsf_sampler,nvsf_coords,nvsf_lod) + #define SampleTex2D(texture,sampler,coords) texture.Sample(sampler,coords) + #define SampleTex2Dlod(texture,sampler,coords,lod) texture.SampleLOD(sampler,coords,lod) #define BEGIN_CBUFFER(name,slot) ConstantBuffer name : register(b##slot) { #define END_CBUFFER }; #define SV_Target S_TARGET_OUTPUT #define SV_Position S_POSITION #define SEMANTIC(x) : x #elif defined(GFSDK_WAVEWORKS_GL) - #define SampleTex2D(nvsf_texture,nvsf_sampler,nvsf_coords) texture(nvsf_sampler,nvsf_coords) - #define SampleTex2Dlod(nvsf_texture,nvsf_sampler,nvsf_coords,nvsf_lod) textureLod(nvsf_sampler,nvsf_coords,nvsf_lod) + #define SampleTex2D(texture,sampler,coords) texture(sampler,coords) + #define SampleTex2Dlod(texture,sampler,coords,lod) textureLod(sampler,coords,lod) #define BEGIN_CBUFFER(name,slot) #define END_CBUFFER #define SEMANTIC(x) |