// Texture from the render targets
texture g_txTarget0;		// Most likely to be a color buffer...
texture g_txTarget1;		// ...to be normal buffer
texture g_txTarget2;		// ...to be a positon buffer for view space
texture g_txTarget3;		// ...and to be a velocity buffer (motion blur, baby!)

sampler2D g_samSrcColor = sampler_state
{
    Texture = <g_txTarget0>;
    AddressU = Clamp;
    AddressV = Clamp;
    MinFilter = Point;
    MagFilter = Linear;
    MipFilter = Linear;
};

sampler2D g_samSrcNormal = sampler_state
{
    Texture = <g_txTarget1>;
    AddressU = Clamp;
    AddressV = Clamp;
    MinFilter = Point;
    MagFilter = Linear;
    MipFilter = Linear;
};
sampler2D g_samSrcPosition = sampler_state
{
    Texture = <g_txTarget2>;
    AddressU = Clamp;
    AddressV = Clamp;
    MinFilter = Point;
    MagFilter = Linear;
    MipFilter = Linear;
};
sampler2D g_samSrcVelocity = sampler_state
{
    Texture = <g_txTarget3>;
    AddressU = Clamp;
    AddressV = Clamp;
    MinFilter = Point;
    MagFilter = Linear;
    MipFilter = Linear;
};

//---------------------------------------------------------------------

// the original scene renders
texture g_txScene0;		// Same things as with the RTs
texture g_txScene1;		//
texture g_txScene2;		//
texture g_txScene3;		//

sampler2D g_samSceneColor = sampler_state
{
    Texture = <g_txScene0>;
    AddressU = Clamp;
    AddressV = Clamp;
    MinFilter = Point;
    MagFilter = Linear;
    MipFilter = Linear;
};
sampler2D g_samSceneNormal = sampler_state
{
    Texture = <g_txScene1>;
    AddressU = Clamp;
    AddressV = Clamp;
    MinFilter = Point;
    MagFilter = Linear;
    MipFilter = Linear;
};
sampler2D g_samScenePosition = sampler_state
{
    Texture = <g_txScene2>;
    AddressU = Clamp;
    AddressV = Clamp;
    MinFilter = Point;
    MagFilter = Linear;
    MipFilter = Linear;
};
sampler2D g_samSceneVelocity = sampler_state
{
    Texture = <g_txScene3>;
    AddressU = Clamp;
    AddressV = Clamp;
    MinFilter = Point;
    MagFilter = Linear;
    MipFilter = Linear;
};