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Hardware MSAA support for deferred render
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@@ -18,8 +18,8 @@ cbuffer PSLightVars : register(b0)
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uint RenderSamplerCoord;
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uint LightType; //0=directional, 1=Point, 2=Spot, 4=Capsule
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uint IsLOD; //useful or not?
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uint Pad0;
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uint Pad1;
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uint SampleCount;//for MSAA
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float SampleMult;//for MSAA
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}
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