#pragma once

namespace Mix{ namespace Scene{ namespace Standard{ namespace DX11{

////////////////////////////////////////////////////////////////////////////////////////////////////
// Factory : シェーダー : Misc
////////////////////////////////////////////////////////////////////////////////////////////////////

//サンプリング(VS)
static const UInt8 MEP_VS_SAMPLING_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/Misc/sampling.vs.inc"
};

//サンプリング - コピー(PS)
static const UInt8 MEP_PS_SAMPLING_COPY_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/Misc/samplingCopy.ps.inc"
};

//サンプリング - ダウン1/2(PS)
static const UInt8 MEP_PS_SAMPLING_DOWN2X_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/Misc/samplingDown2x.ps.inc"
};

//サンプリング - ダウン1/4(PS)
static const UInt8 MEP_PS_SAMPLING_DOWN4X_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/Misc/samplingDown4x.ps.inc"
};

//ブラー - 3サンプルX(PS)
static const UInt8 MEP_PS_BLUR3X_X_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/Misc/blur3x_X.ps.inc"
};

//ブラー - 3サンプルY(PS)
static const UInt8 MEP_PS_BLUR3X_Y_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/Misc/blur3x_Y.ps.inc"
};

//ブラー - 5サンプルX(PS)
static const UInt8 MEP_PS_BLUR5X_X_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/Misc/blur5x_X.ps.inc"
};

//ブラー - 5サンプルY(PS)
static const UInt8 MEP_PS_BLUR5X_Y_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/Misc/blur5x_Y.ps.inc"
};

//ガウシアンブラー - X(VS)
static const UInt8 MEP_VS_GAUSSIAN_BLUR_X_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/Misc/gaussianBlur_X.vs.inc"
};

//ガウシアンブラー - X(PS)
static const UInt8 MEP_PS_GAUSSIAN_BLUR_X_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/Misc/gaussianBlur_X.ps.inc"
};

//ガウシアンブラー - Y(VS)
static const UInt8 MEP_VS_GAUSSIAN_BLUR_Y_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/Misc/gaussianBlur_Y.vs.inc"
};

//ガウシアンブラー - Y(PS)
static const UInt8 MEP_PS_GAUSSIAN_BLUR_Y_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/Misc/gaussianBlur_Y.ps.inc"
};

//ガウシアンブラーEX(PS)
static const UInt8 MEP_PS_GAUSSIAN_BLUR_EX_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/Misc/gaussianBlurEx.ps.inc"
};

//ブライトパス - __(PS)
static const UInt8 MEP_PS_BRIGHTPASS____5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/Misc/brightPass__.ps.inc"
};

//ブライトパス - L__(PS)
static const UInt8 MEP_PS_BRIGHTPASS_L__5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/Misc/brightPassL_.ps.inc"
};

//ブライトパス - LA(PS)
static const UInt8 MEP_PS_BRIGHTPASS_LA_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/Misc/brightPassLA.ps.inc"
};

////////////////////////////////////////////////////////////////////////////////////////////////////
// Factory : シェーダー : SkyDome
////////////////////////////////////////////////////////////////////////////////////////////////////

//デフォルト(VS)
static const UInt8 MEP_VS_SKYDOME_DEFAULT_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/default.vs.inc"
};

//デフォルト - BaseTex[×] CloudTex[×] CloudLayer[×] CloudLighting[×](PS)
static const UInt8 MEP_PS_SKYDOME_DEFAULT______5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/default_____.ps.inc"
};

//デフォルト - BaseTex[×] CloudTex[○] CloudLayer[×] CloudLighting[×](PS)
static const UInt8 MEP_PS_SKYDOME_DEFAULT__C___5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/default__c__.ps.inc"
};

//デフォルト - BaseTex[×] CloudTex[○] CloudLayer[○] CloudLighting[×](PS)
static const UInt8 MEP_PS_SKYDOME_DEFAULT__C2__5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/default__c2_.ps.inc"
};

//デフォルト - BaseTex[○] CloudTex[×] CloudLayer[×] CloudLighting[×](PS)
static const UInt8 MEP_PS_SKYDOME_DEFAULT_B____5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/default_b___.ps.inc"
};

//デフォルト - BaseTex[○] CloudTex[○] CloudLayer[×] CloudLighting[×](PS)
static const UInt8 MEP_PS_SKYDOME_DEFAULT_BC___5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/default_bc__.ps.inc"
};

//デフォルト - BaseTex[○] CloudTex[○] CloudLayer[○] CloudLighting[×](PS)
static const UInt8 MEP_PS_SKYDOME_DEFAULT_BC2__5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/default_bc2_.ps.inc"
};

//大気散乱シミュレーション(VS)
static const UInt8 MEP_VS_SKYDOME_ATMOSPHERE_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/atmosphere.vs.inc"
};

//大気散乱シミュレーション - BaseTex[×] CloudTex[×] CloudLayer[×] CloudLighting[×](PS)
static const UInt8 MEP_PS_SKYDOME_ATMOSPHERE______5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/atmosphere_____.ps.inc"
};

//大気散乱シミュレーション - BaseTex[×] CloudTex[○] CloudLayer[×] CloudLighting[×](PS)
static const UInt8 MEP_PS_SKYDOME_ATMOSPHERE__C___5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/atmosphere__c__.ps.inc"
};

//大気散乱シミュレーション - BaseTex[×] CloudTex[○] CloudLayer[×] CloudLighting[○](PS)
static const UInt8 MEP_PS_SKYDOME_ATMOSPHERE__C_L_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/atmosphere__c_l.ps.inc"
};

//大気散乱シミュレーション - BaseTex[×] CloudTex[○] CloudLayer[○] CloudLighting[×](PS)
static const UInt8 MEP_PS_SKYDOME_ATMOSPHERE__C2__5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/atmosphere__c2_.ps.inc"
};

//大気散乱シミュレーション - BaseTex[×] CloudTex[○] CloudLayer[○] CloudLighting[○](PS)
static const UInt8 MEP_PS_SKYDOME_ATMOSPHERE__C2L_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/atmosphere__c2l.ps.inc"
};

//大気散乱シミュレーション - BaseTex[○] CloudTex[×] CloudLayer[×] CloudLighting[×](PS)
static const UInt8 MEP_PS_SKYDOME_ATMOSPHERE_B____5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/atmosphere_b___.ps.inc"
};

//大気散乱シミュレーション - BaseTex[○] CloudTex[○] CloudLayer[×] CloudLighting[×](PS)
static const UInt8 MEP_PS_SKYDOME_ATMOSPHERE_BC___5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/atmosphere_bc__.ps.inc"
};

//大気散乱シミュレーション - BaseTex[○] CloudTex[○] CloudLayer[×] CloudLighting[○](PS)
static const UInt8 MEP_PS_SKYDOME_ATMOSPHERE_BC_L_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/atmosphere_bc_l.ps.inc"
};

//大気散乱シミュレーション - BaseTex[○] CloudTex[○] CloudLayer[○] CloudLighting[×](PS)
static const UInt8 MEP_PS_SKYDOME_ATMOSPHERE_BC2__5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/atmosphere_bc2_.ps.inc"
};

//大気散乱シミュレーション - BaseTex[○] CloudTex[○] CloudLayer[○] CloudLighting[○](PS)
static const UInt8 MEP_PS_SKYDOME_ATMOSPHERE_BC2L_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/atmosphere_bc2l.ps.inc"
};

//パノラマ (VS)
static const UInt8 MEP_VS_SKYDOME_PANORAMA_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/panorama.vs.inc"
};

//パノラマ - フォグ[大気散乱シミュレーション] (VS)
static const UInt8 MEP_VS_SKYDOME_PANORAMA_FA_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/panorama_fa.vs.inc"
};

//パノラマ (PS)
static const UInt8 MEP_PS_SKYDOME_PANORAMA_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/panorama.ps.inc"
};

//パノラマ - フォグ[デフォルト] (PS)
static const UInt8 MEP_PS_SKYDOME_PANORAMA_FD_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/panorama_fd.ps.inc"
};

//パノラマ - フォグ[大気散乱シミュレーション] (PS)
static const UInt8 MEP_PS_SKYDOME_PANORAMA_FA_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/SkyDome/panorama_fa.ps.inc"
};

////////////////////////////////////////////////////////////////////////////////////////////////////
// Factory : シェーダー : PostEffect
////////////////////////////////////////////////////////////////////////////////////////////////////

//SSAO(PS)
static const UInt8 MEP_PS_SSAO_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/ssao.ps.inc"
};

//SSAO - テクスチャ有り(PS)
static const UInt8 MEP_PS_SSAO_TEX_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/ssao_tex.ps.inc"
};

//シャドウマッピング - フィニッシュ - 屈折無し - ボケ無し(PS)
static const UInt8 MEP_PS_SM_FINISH____5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/smFinish___.ps.inc"
};

//シャドウマッピング - フィニッシュ - 屈折無し - ボケ有り(PS)
static const UInt8 MEP_PS_SM_FINISH__B_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/smFinish__B.ps.inc"
};

//シャドウマッピング - フィニッシュ - 屈折有り - ボケ無し(PS)
static const UInt8 MEP_PS_SM_FINISH_R__5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/smFinish_R_.ps.inc"
};

//シャドウマッピング - フィニッシュ - 屈折有り - ボケ有り(PS)
static const UInt8 MEP_PS_SM_FINISH_RB_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/smFinish_RB.ps.inc"
};

//水面下 (PS)
static const UInt8 MEP_PS_UNDER_WATER_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/underWater.ps.inc"
};

//ルミナンス - トランスフォーム - INITAL (PS)
static const UInt8 MEP_PS_LUM_TRANSFORM_INITAL_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lumTransform_Inital.ps.inc"
};

//ルミナンス - トランスフォーム - ITERATE (PS)
static const UInt8 MEP_PS_LUM_TRANSFORM_ITERATE_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lumTransform_Iterate.ps.inc"
};

//ルミナンス - トランスフォーム - FINAL (PS)
static const UInt8 MEP_PS_LUM_TRANSFORM_FINAL_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lumTransform_Final.ps.inc"
};

//ルミナンス - アダプテッド (PS)
static const UInt8 MEP_PS_LUM_ADAPTED_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lumAdapted.ps.inc"
};

//ルミナンス - オペレータ - __B (PS)
static const UInt8 MEP_PS_LUM_OPERATOR___B_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lumOperator__B.ps.inc"
};

//ルミナンス - オペレータ - T__ (PS)
static const UInt8 MEP_PS_LUM_OPERATOR_T___5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lumOperatorT__.ps.inc"
};

//ルミナンス - オペレータ - T_B (PS)
static const UInt8 MEP_PS_LUM_OPERATOR_T_B_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lumOperatorT_B.ps.inc"
};

//ルミナンス - オペレータ - TA_ (PS)
static const UInt8 MEP_PS_LUM_OPERATOR_TA__5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lumOperatorTA_.ps.inc"
};

//ルミナンス - オペレータ - TAB (PS)
static const UInt8 MEP_PS_LUM_OPERATOR_TAB_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lumOperatorTAB.ps.inc"
};

//ライトシャフト - 初期化 _(PS)
static const UInt8 MEP_PS_LS_INIT___5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lightShaftsInit_.ps.inc"
};

//ライトシャフト - 初期化 A(PS)
static const UInt8 MEP_PS_LS_INIT_A_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lightShaftsInitA.ps.inc"
};

//ライトシャフト - ブラー LOW(PS)
static const UInt8 MEP_PS_LS_BLUR_L_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lightShaftsBlurL.ps.inc"
};

//ライトシャフト - ブラー MIDDLE(PS)
static const UInt8 MEP_PS_LS_BLUR_M_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lightShaftsBlurM.ps.inc"
};

//ライトシャフト - ブラー HIGH(PS)
static const UInt8 MEP_PS_LS_BLUR_H_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lightShaftsBlurH.ps.inc"
};

//レンズフレア - イメージ - __(PS)
static const UInt8 MEP_PS_LF_IMAGE____5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lensFlareImage__.ps.inc"
};

//レンズフレア - イメージ - _H(PS)
static const UInt8 MEP_PS_LF_IMAGE__H_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lensFlareImage_H.ps.inc"
};

//レンズフレア - イメージ - G_(PS)
static const UInt8 MEP_PS_LF_IMAGE_G__5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lensFlareImageG_.ps.inc"
};

//レンズフレア - イメージ - GH(PS)
static const UInt8 MEP_PS_LF_IMAGE_GH_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lensFlareImageGH.ps.inc"
};

//レンズフレア - モディファイ - __(PS)
static const UInt8 MEP_PS_LF_MODIFY____5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lensFlareModify__.ps.inc"
};

//レンズフレア - モディファイ - D_(PS)
static const UInt8 MEP_PS_LF_MODIFY_D__5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lensFlareModifyD_.ps.inc"
};

//レンズフレア - モディファイ - _B(PS)
static const UInt8 MEP_PS_LF_MODIFY__B_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lensFlareModify_B.ps.inc"
};

//レンズフレア - モディファイ - DB(PS)
static const UInt8 MEP_PS_LF_MODIFY_DB_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lensFlareModifyDB.ps.inc"
};

//フィルミック - Jim Hejl( PS )
static const UInt8 MEP_PS_FILMIC_HEJL_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/filmicHejl.ps.inc"
};

//フィルミック - John Hable( PS )
static const UInt8 MEP_PS_FILMIC_HABLE_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/filmicHable.ps.inc"
};

//ガンマ補正(PS)
static const UInt8 MEP_PS_GAMMA_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/gamma.ps.inc"
};

//カメラモーションブラー Low ( PS )
static const UInt8 MEP_PS_CAM_MOTION_BLUR_L_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/camMotionBlur_L.ps.inc"
};

//カメラモーションブラー Middle ( PS )
static const UInt8 MEP_PS_CAM_MOTION_BLUR_M_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/camMotionBlur_M.ps.inc"
};

//カメラモーションブラー High ( PS )
static const UInt8 MEP_PS_CAM_MOTION_BLUR_H_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/camMotionBlur_H.ps.inc"
};

//色収差 - イメージ _ (PS)
static const UInt8 MEP_PS_CA_IMAGE___5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/caImage_.ps.inc"
};

//色収差 - イメージ D (PS)
static const UInt8 MEP_PS_CA_IMAGE_K_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/caImageK.ps.inc"
};

//色収差 - フィニッシュ _ (PS)
static const UInt8 MEP_PS_CA_FINISH___5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/caFinish_.ps.inc"
};

//色収差 - フィニッシュ D (PS)
static const UInt8 MEP_PS_CA_FINISH_D_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/caFinishD.ps.inc"
};

//被写界深度 (PS)
static const UInt8 MEP_PS_DOF_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/depthOfField.ps.inc"
};

//レンズディストーション - __(PS)
static const UInt8 MEP_PS_LENS_DIST___5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lensDistortion_.ps.inc"
};

//レンズディストーション - K_(PS)
static const UInt8 MEP_PS_LENS_DIST_K_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/lensDistortionK.ps.inc"
};

//ヴィネット(PS)
static const UInt8 MEP_PS_VIGNETTE_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/vignette.ps.inc"
};

//FXAA (PS)
static const UInt8 MEP_PS_FXAA_5[] =
{
	#include "Mix/Private/Scene/Standard/DX11/Shader/5/PostEffect/fxaa.ps.inc"
};

}}}}
