effects: 'texture2D' -> 'texture2d'

Fixes #696
This commit is contained in:
Michael Fabian 'Xaymar' Dirks 2021-11-07 14:43:09 +01:00
parent 29bbe22bec
commit adc38738f7
5 changed files with 11 additions and 8 deletions

View file

@ -36,7 +36,7 @@ float4 generate_lut2(float2 uv, uint4 params0) {
);
};
float3 sample_lut(float3 color, uint bit_depth, texture2D lut_texture) {
float3 sample_lut(float3 color, uint bit_depth, texture2d lut_texture) {
uint size = pow(2, bit_depth);
uint z_size = pow(2, bit_depth / 2);
uint container_size = pow(2, bit_depth + (bit_depth / 2));
@ -82,7 +82,7 @@ float3 sample_lut(float3 color, uint bit_depth, texture2D lut_texture) {
return lerp(c_lo, c_hi, frac(color.z));
};
float3 sample_lut2(float3 color, texture2D lut_texture, int4 params0, float4 params1) {
float3 sample_lut2(float3 color, texture2d lut_texture, int4 params0, float4 params1) {
uint size = params0.r;
uint z_size = params0.g;
uint container_size = params0.b;

View file

@ -50,6 +50,7 @@ struct VertexData {
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
struct VertexColorData {
float4 pos : POSITION;
float4 clr : COLOR;
@ -63,6 +64,7 @@ VertexData DefaultVertexShader(VertexData vtx) {
vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
return vtx;
};
VertexColorData ColorVertexShader(VertexColorData vtx) {
vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
return vtx;

View file

@ -1,9 +1,10 @@
#include "shared.effect"
uniform texture2D InputA<
uniform texture2d InputA<
bool automatic = true;
>;
uniform texture2D InputB<
uniform texture2d InputB<
bool automatic = true;
>;

View file

@ -1,6 +1,6 @@
#include "shared.effect"
uniform texture2D InputA<
uniform texture2d InputA<
bool automatic = true;
>;
@ -58,7 +58,7 @@ uniform float2 CornerBR<
// - CornerBL: Corner "D"
// - CornerBR: Corner "C"
float2 cross2d(in float2 a, in float2 b) {
float cross2d(in float2 a, in float2 b) {
return (a.x * b.y) - (a.y * b.x);
};

View file

@ -1,9 +1,9 @@
#include "shared.effect"
uniform texture2D InputA<
uniform texture2d InputA<
bool automatic = true;
>;
uniform texture2D InputB<
uniform texture2d InputB<
bool automatic = true;
>;
uniform float Threshold<