Classes | |
struct | VS_INPUT |
struct | VS_OUTPUT |
struct | VS_INPUTc |
struct | VS_OUTPUTc |
Defines | |
#define | CUBEMAP_SIZE 256 |
#define | LR_CUBEMAP_SIZE 32 |
#define | RATE (CUBEMAP_SIZE/LR_CUBEMAP_SIZE) |
#define | Technique(name) |
Functions | |
float4 | GetContibution (float3 q, float3 L) |
VS_OUTPUTc | ConvolutionVS (VS_INPUTc IN) |
float4 | ConvolutionPS (VS_OUTPUTc IN) |
Technique (Convolution) | |
Variables | |
int | TEXTURE_SIZE |
float4x4 | World |
float4x4 | WorldView |
float4x4 | WorldViewIT |
float4x4 | WorldViewProjection |
float | texel_size |
float | roomSize |
float4 | eyePos |
float4 | objColor |
float4 | objOffset |
int | iShowCubeMap |
float | sFresnel |
float | refractionIndex |
float | intensity |
int | shininess |
float | brightness |
texture | EnvironmentMap |
texture | Decoration |
int | nFace |
sampler | EnvironmentMapSampler |
sampler | EnvironmentMapSamplerL |
sampler | DecorationSampler |
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Value: ; \ technique name \ { \ pass p0 \ { \ VertexShader = compile vs_3_0 name##VS(); \ PixelShader = compile ps_3_0 name##PS(); \ } \ } |
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Initial value: sampler_state { Texture = <Decoration>; AddressU = BORDER; AddressV = BORDER; } |
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Initial value: sampler_state { Texture = <EnvironmentMap>; AddressU = WRAP; AddressV = WRAP; } |
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Initial value: sampler_state { MinFilter = LINEAR; MagFilter = LINEAR; Texture = <EnvironmentMap>; AddressU = WRAP; AddressV = WRAP; } |
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