/* ---------------------------------------------------------- Island Tessellation sample from NVIDIA's DirectX 11 SDK: http://developer.nvidia.com/nvidia-graphics-sdk-11-direct3d ---------------------------------------------------------- */ cbuffer QuadObject { static const float2 QuadVertices[4] = { {-1.0, -1.0}, { 1.0, -1.0}, {-1.0, 1.0}, { 1.0, 1.0} }; static const float2 QuadTexCoordinates[4] = { {0.0, 1.0}, {1.0, 1.0}, {0.0, 0.0}, {1.0, 0.0} }; } SamplerState SamplerPointClamp { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; }; SamplerState SamplerLinearClamp { Filter = MIN_MAG_MIP_LINEAR; AddressU = Clamp; AddressV = Clamp; }; SamplerState SamplerLinearWrap { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; SamplerState SamplerAnisotropicWrap { Filter = ANISOTROPIC; AddressU = Wrap; AddressV = Wrap; MaxAnisotropy = 16; }; SamplerState SamplerCube { Filter = MIN_MAG_MIP_POINT; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; SamplerState SamplerLinearMirror { Filter = MIN_MAG_MIP_LINEAR; AddressU = Mirror; AddressV = Mirror; }; SamplerState SamplerLinearBorderBlack { Filter = MIN_MAG_MIP_LINEAR; AddressU = Border; AddressV = Border; AddressW = Border; BorderColor = float4(0, 0, 0, 0); }; SamplerComparisonState SamplerBackBufferDepth { Filter = COMPARISON_MIN_MAG_LINEAR_MIP_POINT; AddressU = Border; AddressV = Border; BorderColor = float4(1, 1, 1, 1); ComparisonFunc = LESS_EQUAL; }; SamplerComparisonState SamplerDepthAnisotropic { Filter = COMPARISON_ANISOTROPIC; AddressU = Border; AddressV = Border; ComparisonFunc = LESS; BorderColor = float4(1, 1, 1, 1); MaxAnisotropy = 16; }; float4 ColorPS(uniform float4 color) : SV_Target { return color; }