uniform_Texture(sampler2D, name##GLOSSY_);\
uniform_Texture(sampler2D, name##EMISSIVE_);\
uniform_Texture(sampler2D, name##WS_NORMAL_);\
uniform_Texture(sampler2D, name##CS_NORMAL_);\
uniform_Texture(sampler2D, name##WS_FACE_NORMAL_);\
uniform_Texture(sampler2D, name##CS_FACE_NORMAL_);\
uniform_Texture(sampler2D, name##CS_POSITION_);\
uniform_Texture(sampler2D, name##WS_POSITION_);\
uniform_Texture(sampler2D, name##CS_POSITION_CHANGE_);\
uniform_Texture(sampler2D, name##SS_POSITION_CHANGE_);\
uniform_Texture(sampler2D, name##CS_Z_);\
uniform_Texture(sampler2D, name##DEPTH_);\
uniform_Texture(sampler2D, name##TS_NORMAL_);\
uniform_Texture(sampler2D, name##SVO_POSITION_);\
uniform_Texture(sampler2D, name##TEXCOORD0_);\
uniform_Camera(name##camera_)
#define uniform_Texture(samplerType, name)
Declares a uniform sampler and the float4 readMultiplyFirst and readAddSecond variables.
Definition: Texture.glsl:39
On the host, invoke GBuffer::setShaderReadArgs to pass these values. Unused variables in the device shader will be removed by the compiler.