📄 sampler.fx
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texture ColorMapGene;
sampler ColorMapSamplerGene = sampler_state
{
Texture = <ColorMapGene>;
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Wrap;
AddressV = Wrap;
};
texture ColorMapGene1;
sampler ColorMapSamplerGene1 = sampler_state
{
Texture = <ColorMapGene1>;
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
texture ColorMapGene2;
sampler ColorMapSamplerGene2 = sampler_state
{
Texture = <ColorMapGene2>;
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
texture ColorMapSub;
sampler ColorMapSamplerSub = sampler_state
{
Texture = <ColorMapSub>;
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
texture ColorMapBestGene;
sampler ColorMapSamplerBestGene = sampler_state
{
Texture = <ColorMapBestGene>;
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Wrap;
AddressV = Wrap;
};
texture ColorMapBestFit;
sampler ColorMapSamplerBestFit = sampler_state
{
Texture = <ColorMapBestFit>;
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
texture ColorMapBestFitSave;
sampler ColorMapSamplerBestFitSave = sampler_state
{
Texture = <ColorMapBestFitSave>;
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
texture ColorMapRand;
sampler ColorMapSamplerRand = sampler_state
{
Texture = <ColorMapRand>;
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Wrap;
AddressV = Wrap;
};
texture ColorMapFit;
sampler ColorMapSamplerFit = sampler_state
{
Texture = <ColorMapFit>;
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Wrap;
AddressV = Wrap;
};
texture ColorMapSelCtr;
sampler ColorMapSamplerSelCtr = sampler_state
{
Texture = <ColorMapSelCtr>;
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Wrap;
AddressV = Wrap;
};
texture ColorMapPos;
sampler ColorMapSamplerPos = sampler_state
{
Texture = <ColorMapPos>;
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Wrap;
AddressV = Wrap;
};
texture ColorMapCrossCtr;
sampler ColorMapSamplerCrossCtr = sampler_state
{
Texture = <ColorMapCrossCtr>;
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
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