hello!
I wonder what ways can I refer to a sampler in a HLSL shader. for now I have
texture baseMap;
sampler2D sTex0A = sampler_state {
Texture = <baseMap>;
MinFilter = Linear;
MagFilter = Linear;
MipFilter = Linear;
};
and in code I call
tex2D( sTex0A, newTexCoord );
but I would like to know wheather I could refer to a sampler by an integer, like in GLSL. In other words, bind a texture to a sampling unit and call this unit in shader. Any suggestions how I could use texture samplers in a different way?