Cleanup.
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@ -128,7 +128,6 @@ struct BgfxSamplerCube
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struct BgfxSampler2DMS
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{
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SamplerState m_sampler;
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Texture2DMS<vec4> m_texture;
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};
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@ -240,11 +239,9 @@ vec4 bgfxTexelFetch(BgfxSampler3D _sampler, ivec3 _coord, int _lod)
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# define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord)
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# define SAMPLER2DMS(_name, _reg) \
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uniform SamplerState _name ## Sampler : register(s[_reg]); \
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uniform Texture2DMS _name ## Texture : register(t[_reg]); \
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static BgfxSampler2DMS _name = { _name ## Sampler, _name ## Texture }
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uniform Texture2DMS<vec4> _name ## Texture : register(t[_reg]); \
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static BgfxSampler2DMS _name = { _name ## Texture }
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# define sampler2DMS BgfxSampler2DMS
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# define texture2DMS(_sampler, _coord, _idx) bgfxTexture2DMS(_sampler, _coord, _idx)
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# define SAMPLER2DSHADOW(_name, _reg) \
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uniform SamplerComparisonState _name ## Sampler : register(s[_reg]); \
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