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Эх сурвалжийг харах

Use the hlsli extension for shader includes

Sam Lantinga 1 жил өмнө
parent
commit
1e0bac288b

+ 1 - 1
src/render/direct3d11/D3D11_PixelShader_Advanced.hlsl

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

+ 1 - 1
src/render/direct3d11/D3D11_PixelShader_Colors.hlsl

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

+ 0 - 0
src/render/direct3d11/D3D11_PixelShader_Common.incl → src/render/direct3d11/D3D11_PixelShader_Common.hlsli


+ 1 - 1
src/render/direct3d11/D3D11_PixelShader_Textures.hlsl

@@ -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
 {

+ 1 - 1
src/render/direct3d11/SDL_render_d3d11.c

@@ -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;

+ 1 - 1
src/render/vulkan/SDL_render_vulkan.c

@@ -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;

+ 2 - 1
src/render/vulkan/VULKAN_PixelShader_Advanced.hlsl

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

+ 1 - 1
src/render/vulkan/VULKAN_PixelShader_Colors.hlsl

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

+ 0 - 0
src/render/vulkan/VULKAN_PixelShader_Common.incl → src/render/vulkan/VULKAN_PixelShader_Common.hlsli


+ 2 - 1
src/render/vulkan/VULKAN_PixelShader_Textures.hlsl

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