Use the hlsli extension for shader includes

This commit is contained in:
Sam Lantinga 2024-03-05 12:46:44 -08:00
parent 4898505f23
commit 1e0bac288b
10 changed files with 10 additions and 8 deletions

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@ -1,5 +1,5 @@
#include "D3D11_PixelShader_Common.incl"
#include "D3D11_PixelShader_Common.hlsli"
float4 main(PixelShaderInput input) : SV_TARGET
{

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@ -1,5 +1,5 @@
#include "D3D11_PixelShader_Common.incl"
#include "D3D11_PixelShader_Common.hlsli"
float4 main(PixelShaderInput input) : SV_TARGET
{

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@ -1,7 +1,7 @@
Texture2D theTexture : register(t0);
SamplerState theSampler : register(s0);
#include "D3D11_PixelShader_Common.incl"
#include "D3D11_PixelShader_Common.hlsli"
float4 main(PixelShaderInput input) : SV_TARGET
{

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@ -75,7 +75,7 @@ typedef struct
Float4X4 projectionAndView;
} VertexShaderConstants;
/* These should mirror the definitions in D3D11_PixelShader_Common.incl */
/* These should mirror the definitions in D3D11_PixelShader_Common.hlsli */
//static const float TONEMAP_NONE = 0;
//static const float TONEMAP_LINEAR = 1;
static const float TONEMAP_CHROME = 2;

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@ -171,7 +171,7 @@ typedef struct
Float4X4 projectionAndView;
} VertexShaderConstants;
/* These should mirror the definitions in VULKAN_PixelShader_Common.incl */
/* These should mirror the definitions in VULKAN_PixelShader_Common.hlsli */
//static const float TONEMAP_NONE = 0;
//static const float TONEMAP_LINEAR = 1;
static const float TONEMAP_CHROME = 2;

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@ -1,4 +1,5 @@
#include "VULKAN_PixelShader_Common.incl"
#include "VULKAN_PixelShader_Common.hlsli"
float4 main(PixelShaderInput input) : SV_TARGET
{

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@ -1,5 +1,5 @@
#include "VULKAN_PixelShader_Common.incl"
#include "VULKAN_PixelShader_Common.hlsli"
float4 main(PixelShaderInput input) : SV_TARGET0
{

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@ -1,4 +1,5 @@
#include "VULKAN_PixelShader_Common.incl"
#include "VULKAN_PixelShader_Common.hlsli"
float4 main(PixelShaderInput input) : SV_TARGET
{