diff options
author | 2014-01-04 03:17:31 +0000 | |
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committer | 2014-01-04 03:17:31 +0000 | |
commit | 3312b67f9323962ddf18f25950176f2f0d999e1b (patch) | |
tree | 501e46047c85039a8274be9c963ba41a8f69361a /hlsl | |
parent | 1c5f0dfe04c09654823ce0f96b8f8f4642f0b399 (diff) |
- Fix for pixel gaps between multi-screen games in HLSL mode. [MooglyGuy]
Diffstat (limited to 'hlsl')
-rw-r--r-- | hlsl/bloom.fx | 289 | ||||
-rw-r--r-- | hlsl/post.fx | 208 |
2 files changed, 249 insertions, 248 deletions
diff --git a/hlsl/bloom.fx b/hlsl/bloom.fx index cec6aa3aab7..4508459e211 100644 --- a/hlsl/bloom.fx +++ b/hlsl/bloom.fx @@ -16,123 +16,123 @@ texture DiffuseK; sampler DiffuseSampler0 = sampler_state { - Texture = <DiffuseA>; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = <DiffuseA>; + MipFilter = NONE; + MinFilter = NONE; + MagFilter = NONE; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; sampler DiffuseSampler1 = sampler_state { - Texture = <DiffuseB>; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = <DiffuseB>; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; sampler DiffuseSampler2 = sampler_state { - Texture = <DiffuseC>; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = <DiffuseC>; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; sampler DiffuseSampler3 = sampler_state { - Texture = <DiffuseD>; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = <DiffuseD>; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; sampler DiffuseSampler4 = sampler_state { - Texture = <DiffuseE>; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = <DiffuseE>; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; sampler DiffuseSampler5 = sampler_state { - Texture = <DiffuseF>; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = <DiffuseF>; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; sampler DiffuseSampler6 = sampler_state { - Texture = <DiffuseG>; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = <DiffuseG>; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; sampler DiffuseSampler7 = sampler_state { - Texture = <DiffuseH>; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = <DiffuseH>; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; sampler DiffuseSampler8 = sampler_state { - Texture = <DiffuseI>; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = <DiffuseI>; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; sampler DiffuseSampler9 = sampler_state { - Texture = <DiffuseJ>; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = <DiffuseJ>; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; sampler DiffuseSamplerA = sampler_state { - Texture = <DiffuseK>; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = <DiffuseK>; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; //----------------------------------------------------------------------------- @@ -141,44 +141,45 @@ sampler DiffuseSamplerA = sampler_state struct VS_OUTPUT { - float4 Position : POSITION; - float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; + float4 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; }; struct VS_INPUT { - float3 Position : POSITION; - float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; - float2 Unused : TEXCOORD1; + float3 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; + float2 Unused : TEXCOORD1; }; struct PS_INPUT { - float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; }; //----------------------------------------------------------------------------- // Bloom Vertex Shader //----------------------------------------------------------------------------- -uniform float2 TargetSize; +uniform float2 ScreenSize; +uniform float2 TextureSize; VS_OUTPUT vs_main(VS_INPUT Input) { - VS_OUTPUT Output = (VS_OUTPUT)0; - - Output.Position = float4(Input.Position.xyz, 1.0f); - Output.Position.xy /= TargetSize; - Output.Position.y = 1.0f - Output.Position.y; - Output.Position.xy -= float2(0.5f, 0.5f); - Output.Position.xy *= float2(2.0f, 2.0f); - Output.Color = Input.Color; - Output.TexCoord = (Input.Position.xy + 0.5f) / TargetSize; - - return Output; + VS_OUTPUT Output = (VS_OUTPUT)0; + + Output.Position = float4(Input.Position.xyz, 1.0f); + Output.Position.xy /= ScreenSize; + Output.Position.y = 1.0f - Output.Position.y; + Output.Position.xy -= float2(0.5f, 0.5f); + Output.Position.xy *= float2(2.0f, 2.0f); + Output.Color = Input.Color; + Output.TexCoord = (Input.Position.xy + 0.5f) / ScreenSize; + + return Output; } //----------------------------------------------------------------------------- @@ -191,33 +192,33 @@ uniform float3 Level89AWeight; float4 ps_main(PS_INPUT Input) : COLOR { - float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord).rgb; - float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord).rgb; - float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord).rgb; - float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord).rgb; - float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord).rgb; - float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord).rgb; - float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord).rgb; - float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord).rgb; - float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord).rgb; - float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord).rgb; - float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoord).rgb; - - texel0 = texel0 * Level0123Weight.x; - texel1 = texel1 * Level0123Weight.y; - texel2 = texel2 * Level0123Weight.z; - texel3 = texel3 * Level0123Weight.w; - texel4 = texel4 * Level4567Weight.x; - texel5 = texel5 * Level4567Weight.y; - texel6 = texel6 * Level4567Weight.z; - texel7 = texel7 * Level4567Weight.w; - texel8 = texel8 * Level89AWeight.x; - texel9 = texel9 * Level89AWeight.y; - texelA = texelA * Level89AWeight.z; - - float4 sum = float4(texel0 + texel1 + texel2 + texel3 + texel4 + - texel5 + texel6 + texel7 + texel8 + texel9 + texelA, 1.0f); - return sum; + float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord).rgb; + float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord).rgb; + float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord).rgb; + float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord).rgb; + float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord).rgb; + float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord).rgb; + float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord).rgb; + float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord).rgb; + float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord).rgb; + float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord).rgb; + float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoord).rgb; + + texel0 = texel0 * Level0123Weight.x; + texel1 = texel1 * Level0123Weight.y; + texel2 = texel2 * Level0123Weight.z; + texel3 = texel3 * Level0123Weight.w; + texel4 = texel4 * Level4567Weight.x; + texel5 = texel5 * Level4567Weight.y; + texel6 = texel6 * Level4567Weight.z; + texel7 = texel7 * Level4567Weight.w; + texel8 = texel8 * Level89AWeight.x; + texel9 = texel9 * Level89AWeight.y; + texelA = texelA * Level89AWeight.z; + + float4 sum = float4(texel0 + texel1 + texel2 + texel3 + texel4 + + texel5 + texel6 + texel7 + texel8 + texel9 + texelA, 1.0f); + return sum; } //----------------------------------------------------------------------------- @@ -226,23 +227,23 @@ float4 ps_main(PS_INPUT Input) : COLOR technique TestTechnique { - pass Pass0 - { - Lighting = FALSE; - - Sampler[0] = <DiffuseSampler0>; // 2048x2048 - Sampler[1] = <DiffuseSampler1>; // 1024x1024 - Sampler[2] = <DiffuseSampler2>; // 512x512 - Sampler[3] = <DiffuseSampler3>; // 256x256 - Sampler[4] = <DiffuseSampler4>; // 128x128 - Sampler[5] = <DiffuseSampler5>; // 64x64 - Sampler[6] = <DiffuseSampler6>; // 32x32 - Sampler[7] = <DiffuseSampler7>; // 16x16 - Sampler[8] = <DiffuseSampler8>; // 8x8 - Sampler[9] = <DiffuseSampler9>; // 4x4 - Sampler[10] = <DiffuseSamplerA>; // 2x2 - - VertexShader = compile vs_3_0 vs_main(); - PixelShader = compile ps_3_0 ps_main(); - } + pass Pass0 + { + Lighting = FALSE; + + Sampler[0] = <DiffuseSampler0>; // 2048x2048 + Sampler[1] = <DiffuseSampler1>; // 1024x1024 + Sampler[2] = <DiffuseSampler2>; // 512x512 + Sampler[3] = <DiffuseSampler3>; // 256x256 + Sampler[4] = <DiffuseSampler4>; // 128x128 + Sampler[5] = <DiffuseSampler5>; // 64x64 + Sampler[6] = <DiffuseSampler6>; // 32x32 + Sampler[7] = <DiffuseSampler7>; // 16x16 + Sampler[8] = <DiffuseSampler8>; // 8x8 + Sampler[9] = <DiffuseSampler9>; // 4x4 + Sampler[10] = <DiffuseSamplerA>; // 2x2 + + VertexShader = compile vs_3_0 vs_main(); + PixelShader = compile ps_3_0 ps_main(); + } } diff --git a/hlsl/post.fx b/hlsl/post.fx index 89a92fd6969..7a2d47ce885 100644 --- a/hlsl/post.fx +++ b/hlsl/post.fx @@ -6,26 +6,26 @@ texture DiffuseTexture; sampler DiffuseSampler = sampler_state { - Texture = <DiffuseTexture>; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = <DiffuseTexture>; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; texture ShadowTexture; sampler ShadowSampler = sampler_state { - Texture = <ShadowTexture>; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = WRAP; - AddressV = WRAP; - AddressW = WRAP; + Texture = <ShadowTexture>; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = WRAP; + AddressV = WRAP; + AddressW = WRAP; }; //----------------------------------------------------------------------------- @@ -34,23 +34,23 @@ sampler ShadowSampler = sampler_state struct VS_OUTPUT { - float4 Position : POSITION; - float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; + float4 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; }; struct VS_INPUT { - float4 Position : POSITION; - float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; - float2 Unused : TEXCOORD1; + float4 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; + float2 Unused : TEXCOORD1; }; struct PS_INPUT { - float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; }; //----------------------------------------------------------------------------- @@ -63,17 +63,17 @@ uniform float2 SourceRect; VS_OUTPUT vs_main(VS_INPUT Input) { - VS_OUTPUT Output = (VS_OUTPUT)0; - - Output.Position = float4(Input.Position.xyz, 1.0f); - Output.Position.xy /= ScreenDims; - Output.Position.y = 1.0f - Output.Position.y; - Output.Position.xy -= 0.5f; - Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); - Output.Color = Input.Color; - Output.TexCoord = Input.TexCoord + 0.5f / SourceDims; - - return Output; + VS_OUTPUT Output = (VS_OUTPUT)0; + + Output.Position = float4(Input.Position.xyz, 1.0f); + Output.Position.xy /= ScreenDims; + Output.Position.y = 1.0f - Output.Position.y; + Output.Position.xy -= 0.5f; + Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); + Output.Color = Input.Color; + Output.TexCoord = Input.TexCoord + 0.5f / SourceDims; + + return Output; } //----------------------------------------------------------------------------- @@ -102,69 +102,69 @@ uniform float3 Floor = float3(0.0f, 0.0f, 0.0f); float4 ps_main(PS_INPUT Input) : COLOR { - float2 UsedArea = 1.0f / SourceRect; - float2 HalfRect = SourceRect * 0.5f; - float2 R2 = 1.0f / pow(length(UsedArea), 2.0f); - // -- Screen Pincushion Calculation -- - float2 PinUnitCoord = Input.TexCoord * UsedArea * 2.0f - 1.0f; - float PincushionR2 = pow(length(PinUnitCoord), 2.0f) * R2; - float2 PincushionCurve = PinUnitCoord * PincushionAmount * PincushionR2; - float2 BaseCoord = Input.TexCoord; - float2 ScanCoord = BaseCoord - 0.5f / ScreenDims; - - BaseCoord -= HalfRect; - BaseCoord *= 1.0f - PincushionAmount * UsedArea * 0.2f; // Warning: Magic constant - BaseCoord += HalfRect; - BaseCoord += PincushionCurve; - - ScanCoord -= HalfRect; - ScanCoord *= 1.0f - PincushionAmount * UsedArea * 0.2f; // Warning: Magic constant - ScanCoord += HalfRect; - ScanCoord += PincushionCurve; - - float2 CurveClipUnitCoord = Input.TexCoord * UsedArea * 2.0f - 1.0f; - float CurvatureClipR2 = pow(length(CurveClipUnitCoord), 2.0f) * R2; - float2 CurvatureClipCurve = CurveClipUnitCoord * CurvatureAmount * CurvatureClipR2; - float2 ScreenClipCoord = Input.TexCoord; - ScreenClipCoord -= HalfRect; - ScreenClipCoord *= 1.0f - CurvatureAmount * UsedArea * 0.2f; // Warning: Magic constant - ScreenClipCoord += HalfRect; - ScreenClipCoord += CurvatureClipCurve; - - // RGB Pincushion Calculation - float3 PincushionCurveX = PinUnitCoord.x * PincushionAmount * PincushionR2; - float3 PincushionCurveY = PinUnitCoord.y * PincushionAmount * PincushionR2; - - float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord); - - // -- Alpha Clipping (1px border in drawd3d does not work for some reason) -- - clip((BaseCoord < 1.0f / SourceDims) ? -1 : 1); - clip((BaseCoord > (SourceRect + 1.0f / SourceDims)) ? -1 : 1); - - // -- Scanline Simulation -- - float InnerSine = ScanCoord.y * SourceDims.y * ScanlineScale; - float ScanBrightMod = sin(InnerSine * PI + ScanlineOffset * SourceDims.y); - float3 ScanBrightness = lerp(1.0f, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f) * 0.5f, ScanlineAlpha); - float3 Scanned = BaseTexel.rgb * ScanBrightness; - - // -- Color Compression (increasing the floor of the signal without affecting the ceiling) -- - Scanned = Floor + (1.0f - Floor) * Scanned; - - // Shadow mask - // Note: This is broken right now and needs fixed - float2 ShadowFrac = frac(BaseCoord * ShadowCount); - float2 ShadowCoord = ShadowFrac * ShadowUV + 0.5f / ShadowDims; - float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord).rgb, ShadowAlpha); - - // -- Final Pixel -- - float4 Output = float4(Scanned * ShadowTexel, BaseTexel.a) * Input.Color; - - Output.r = pow(Output.r, Power.r); - Output.g = pow(Output.g, Power.g); - Output.b = pow(Output.b, Power.b); - Output.a = 1.0f; - - return Output; + float2 UsedArea = 1.0f / SourceRect; + float2 HalfRect = SourceRect * 0.5f; + float2 R2 = 1.0f / pow(length(UsedArea), 2.0f); + // -- Screen Pincushion Calculation -- + float2 PinUnitCoord = Input.TexCoord * UsedArea * 2.0f - 1.0f; + float PincushionR2 = pow(length(PinUnitCoord), 2.0f) * R2; + float2 PincushionCurve = PinUnitCoord * PincushionAmount * PincushionR2; + float2 BaseCoord = Input.TexCoord; + float2 ScanCoord = BaseCoord - 0.5f / ScreenDims; + + BaseCoord -= HalfRect; + BaseCoord *= 1.0f - PincushionAmount * UsedArea * 0.2f; // Warning: Magic constant + BaseCoord += HalfRect; + BaseCoord += PincushionCurve; + + ScanCoord -= HalfRect; + ScanCoord *= 1.0f - PincushionAmount * UsedArea * 0.2f; // Warning: Magic constant + ScanCoord += HalfRect; + ScanCoord += PincushionCurve; + + float2 CurveClipUnitCoord = Input.TexCoord * UsedArea * 2.0f - 1.0f; + float CurvatureClipR2 = pow(length(CurveClipUnitCoord), 2.0f) * R2; + float2 CurvatureClipCurve = CurveClipUnitCoord * CurvatureAmount * CurvatureClipR2; + float2 ScreenClipCoord = Input.TexCoord; + ScreenClipCoord -= HalfRect; + ScreenClipCoord *= 1.0f - CurvatureAmount * UsedArea * 0.2f; // Warning: Magic constant + ScreenClipCoord += HalfRect; + ScreenClipCoord += CurvatureClipCurve; + + // RGB Pincushion Calculation + float3 PincushionCurveX = PinUnitCoord.x * PincushionAmount * PincushionR2; + float3 PincushionCurveY = PinUnitCoord.y * PincushionAmount * PincushionR2; + + float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord); + + // -- Alpha Clipping (1px border in drawd3d does not work for some reason) -- + clip((BaseCoord < 1.0f / SourceDims) ? -1 : 1); + clip((BaseCoord > (SourceRect + 1.0f / SourceDims)) ? -1 : 1); + + // -- Scanline Simulation -- + float InnerSine = ScanCoord.y * SourceDims.y * ScanlineScale; + float ScanBrightMod = sin(InnerSine * PI + ScanlineOffset * SourceDims.y); + float3 ScanBrightness = lerp(1.0f, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f) * 0.5f, ScanlineAlpha); + float3 Scanned = BaseTexel.rgb * ScanBrightness; + + // -- Color Compression (increasing the floor of the signal without affecting the ceiling) -- + Scanned = Floor + (1.0f - Floor) * Scanned; + + // Shadow mask + // Note: This is broken right now and needs fixed + float2 ShadowFrac = frac(BaseCoord * ShadowCount); + float2 ShadowCoord = ShadowFrac * ShadowUV + 0.5f / ShadowDims; + float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord).rgb, ShadowAlpha); + + // -- Final Pixel -- + float4 Output = float4(Scanned * ShadowTexel, BaseTexel.a) * Input.Color; + + Output.r = pow(Output.r, Power.r); + Output.g = pow(Output.g, Power.g); + Output.b = pow(Output.b, Power.b); + Output.a = 1.0f; + + return Output; } //----------------------------------------------------------------------------- @@ -173,13 +173,13 @@ float4 ps_main(PS_INPUT Input) : COLOR technique ScanMaskTechnique { - pass Pass0 - { - Lighting = FALSE; + pass Pass0 + { + Lighting = FALSE; - //Sampler[0] = <DiffuseSampler>; + //Sampler[0] = <DiffuseSampler>; - VertexShader = compile vs_3_0 vs_main(); - PixelShader = compile ps_3_0 ps_main(); - } + VertexShader = compile vs_3_0 vs_main(); + PixelShader = compile ps_3_0 ps_main(); + } } |