mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2025-02-17 01:22:18 +00:00
- fixed some bugs in the shaders
- included VC80 redist libraries (required for slimdx) - updated todo list
This commit is contained in:
parent
20d1546a26
commit
cfdddb66ee
10 changed files with 90 additions and 56 deletions
BIN
Build/msvcm80.dll
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Build/msvcm80.dll
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Build/msvcp80.dll
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Build/msvcp80.dll
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Build/msvcr80.dll
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Build/msvcr80.dll
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@ -1,14 +1,14 @@
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- All core builder modes must be config-specific so that anyone
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can remove them to replace them with their own mode
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- Make things filter
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- Add log in main window for debug versions
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- Change toolbar buttons
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- Make seperate attribute for editing modes to create a button
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- Make classes and attributes to manually add buttons to the toolbar
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- Make things filter
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- Add log in main window for debug versions
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- Change linedefs in configurations
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- Proper formatting
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- Enummed arguments support
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@ -20,6 +20,8 @@
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- On mousemove (?) already show the sector outline it will create
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- On click make the sector
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- Show action associations when highlighting line/sector/thing
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- Make sector gradient features
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- Make 3D Mode (config specific!)
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@ -31,9 +31,12 @@ Name: desktopicon; Description: {cm:CreateDesktopIcon}; GroupDescription: {cm:Ad
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[Files]
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Source: Builder.exe; DestDir: {app}; Flags: ignoreversion
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Source: Builder.cfg; DestDir: {app}; Flags: ignoreversion
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Source: SlimDX.dll; DestDir: {app}; Flags: ignoreversion
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Source: Sharpzip.dll; DestDir: {app}; Flags: ignoreversion
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Source: Builder.cfg; DestDir: {app}; Flags: ignoreversion
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Source: msvcr80.dll; DestDir: {app}; Flags: ignoreversion
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Source: msvcp80.dll; DestDir: {app}; Flags: ignoreversion
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Source: msvcm80.dll; DestDir: {app}; Flags: ignoreversion
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Source: Compilers\*; DestDir: {app}\Compilers; Flags: ignoreversion
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Source: Configurations\*; DestDir: {app}\Configurations; Flags: ignoreversion
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Source: Scripting\*; DestDir: {app}\Scripting; Flags: ignoreversion
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@ -30,10 +30,13 @@ Name: desktopicon; Description: {cm:CreateDesktopIcon}; GroupDescription: {cm:Ad
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[Files]
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Source: Builder.exe; DestDir: {app}; Flags: ignoreversion
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Source: Builder.cfg; DestDir: {app}; Flags: ignoreversion
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Source: Builder.pdb; DestDir: {app}; Flags: ignoreversion
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Source: SlimDX.dll; DestDir: {app}; Flags: ignoreversion
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Source: Sharpzip.dll; DestDir: {app}; Flags: ignoreversion
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Source: Builder.cfg; DestDir: {app}; Flags: ignoreversion
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Source: msvcr80.dll; DestDir: {app}; Flags: ignoreversion
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Source: msvcp80.dll; DestDir: {app}; Flags: ignoreversion
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Source: msvcm80.dll; DestDir: {app}; Flags: ignoreversion
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Source: Compilers\*; DestDir: {app}\Compilers; Flags: ignoreversion
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Source: Configurations\*; DestDir: {app}\Configurations; Flags: ignoreversion
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Source: Scripting\*; DestDir: {app}\Scripting; Flags: ignoreversion
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@ -339,44 +339,58 @@ namespace CodeImp.DoomBuilder.Rendering
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{
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PresentParameters displaypp;
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// Unload all Direct3D resources
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foreach(ID3DResource res in resources) res.UnloadResource();
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// Lose backbuffers
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if(backbuffer != null) backbuffer.Dispose();
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if(depthbuffer != null) depthbuffer.Dispose();
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backbuffer = null;
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depthbuffer = null;
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// Make present parameters
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displaypp = CreatePresentParameters(adapter);
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// Test the cooperative level
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Result coopresult = device.TestCooperativeLevel();
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try
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// Can we reset?
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//if(coopresult.Name != "D3DERR_DEVICENOTRESET")
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{
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// Reset the device
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device.Reset(displaypp);
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// Unload all Direct3D resources
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foreach(ID3DResource res in resources) res.UnloadResource();
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// Lose backbuffers
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if(backbuffer != null) backbuffer.Dispose();
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if(depthbuffer != null) depthbuffer.Dispose();
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backbuffer = null;
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depthbuffer = null;
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// Make present parameters
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displaypp = CreatePresentParameters(adapter);
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try
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{
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// Reset the device
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device.Reset(displaypp);
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}
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catch(Exception)
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{
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// Failed to re-initialize
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return false;
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}
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// Keep a reference to the original buffers
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backbuffer = device.GetBackBuffer(0, 0);
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depthbuffer = device.DepthStencilSurface;
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// Get the viewport
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viewport = device.Viewport;
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// Initialize settings
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SetupSettings();
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// Reload all Direct3D resources
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foreach(ID3DResource res in resources) res.ReloadResource();
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// Success
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return true;
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}
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catch(Exception)
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/*
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else
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{
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// Failed to re-initialize
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// Failed
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return false;
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}
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// Keep a reference to the original buffers
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backbuffer = device.GetBackBuffer(0, 0);
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depthbuffer = device.DepthStencilSurface;
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// Get the viewport
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viewport = device.Viewport;
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// Initialize settings
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SetupSettings();
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// Reload all Direct3D resources
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foreach(ID3DResource res in resources) res.ReloadResource();
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// Success
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return true;
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*/
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}
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#endregion
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@ -103,32 +103,44 @@ namespace CodeImp.DoomBuilder.Rendering
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Effect fx;
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string errors;
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Stream fxdata;
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byte[] alldata;
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// Return null when not using shaders
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if(!manager.Enabled) return null;
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//try
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// Load the resource
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fxdata = General.ThisAssembly.GetManifestResourceStream("CodeImp.DoomBuilder.Resources." + fxfile);
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fxdata.Seek(0, SeekOrigin.Begin);
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try
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{
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// Load the resource
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fxdata = General.ThisAssembly.GetManifestResourceStream("CodeImp.DoomBuilder.Resources." + fxfile);
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alldata = new byte[(int)fxdata.Length];
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fxdata.Read(alldata, 0, (int)fxdata.Length);
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// Load effect from file
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fx = Effect.FromMemory(General.Map.Graphics.Device, alldata, null, null, null, ShaderFlags.None, null, out errors);
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// Compile effect
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fx = Effect.FromStream(General.Map.Graphics.Device, fxdata, null, null, null, ShaderFlags.None, null, out errors);
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if((errors != null) && (errors != ""))
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{
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throw new Exception("Errors in effect file " + Path.GetFileName(fxfile) + ": " + errors);
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throw new Exception("Errors in effect file " + fxfile + ": " + errors);
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}
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}
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/*
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catch(Exception e)
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catch(Exception)
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{
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throw new Exception(e.GetType().Name + " while loading effect " + fxfile + ": " + e.Message);
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// Compiling failed, try with debug information
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try
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{
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// Compile effect
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fx = Effect.FromStream(General.Map.Graphics.Device, fxdata, null, null, null, ShaderFlags.Debug, null, out errors);
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if((errors != null) && (errors != ""))
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{
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throw new Exception("Errors in effect file " + fxfile + ": " + errors);
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}
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}
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catch(Exception e)
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{
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// No debug information, just crash
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throw new Exception(e.GetType().Name + " while loading effect " + fxfile + ": " + e.Message);
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}
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}
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*/
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fxdata.Dispose();
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// Set the technique to use
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fx.Technique = manager.ShaderTechnique;
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@ -43,7 +43,7 @@ sampler2D texture1samp = sampler_state
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MipFilter = Point;
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AddressU = Wrap;
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AddressV = Wrap;
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MipMapLodBias = 0f;
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MipMapLodBias = 0.0f;
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};
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// Texture sampler settings
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MipFilter = Linear;
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AddressU = Wrap;
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AddressV = Wrap;
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MipMapLodBias = 0f;
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MipMapLodBias = 0.0f;
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};
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// Transformation
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@ -32,7 +32,7 @@ sampler2D texturesamp = sampler_state
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MipFilter = Linear;
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AddressU = Wrap;
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AddressV = Wrap;
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MipMapLodBias = 0f;
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MipMapLodBias = 0.0f;
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};
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// Vertex shader
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