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📄 sampler.fx

📁 about the basic GA in the VC++ using GPU to
💻 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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