mirror of https://github.com/libsdl-org/SDL
Use the hlsli extension for shader includes
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4898505f23
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1e0bac288b
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@ -1,5 +1,5 @@
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#include "D3D11_PixelShader_Common.incl"
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#include "D3D11_PixelShader_Common.hlsli"
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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@ -1,5 +1,5 @@
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#include "D3D11_PixelShader_Common.incl"
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#include "D3D11_PixelShader_Common.hlsli"
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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@ -1,7 +1,7 @@
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Texture2D theTexture : register(t0);
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SamplerState theSampler : register(s0);
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#include "D3D11_PixelShader_Common.incl"
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#include "D3D11_PixelShader_Common.hlsli"
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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@ -75,7 +75,7 @@ typedef struct
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Float4X4 projectionAndView;
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} VertexShaderConstants;
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/* These should mirror the definitions in D3D11_PixelShader_Common.incl */
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/* These should mirror the definitions in D3D11_PixelShader_Common.hlsli */
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//static const float TONEMAP_NONE = 0;
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//static const float TONEMAP_LINEAR = 1;
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static const float TONEMAP_CHROME = 2;
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@ -171,7 +171,7 @@ typedef struct
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Float4X4 projectionAndView;
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} VertexShaderConstants;
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/* These should mirror the definitions in VULKAN_PixelShader_Common.incl */
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/* These should mirror the definitions in VULKAN_PixelShader_Common.hlsli */
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//static const float TONEMAP_NONE = 0;
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//static const float TONEMAP_LINEAR = 1;
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static const float TONEMAP_CHROME = 2;
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#include "VULKAN_PixelShader_Common.incl"
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#include "VULKAN_PixelShader_Common.hlsli"
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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#include "VULKAN_PixelShader_Common.incl"
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#include "VULKAN_PixelShader_Common.hlsli"
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float4 main(PixelShaderInput input) : SV_TARGET0
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{
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#include "VULKAN_PixelShader_Common.incl"
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#include "VULKAN_PixelShader_Common.hlsli"
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float4 main(PixelShaderInput input) : SV_TARGET
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{
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