@@ -248,13 +248,14 @@ FSRProvider::FSRProvider(IRenderDevice* pDevice) :
248248
249249 auto CreateShader = [&](SHADER_TYPE Type, const char * Name, const char * EntryPoint, const char * FilePath, const ShaderMacroArray& ShaderMacros = {}) {
250250 ShaderCreateInfo ShaderCI;
251- ShaderCI.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL;
252- ShaderCI.Desc .ShaderType = Type;
253- ShaderCI.Desc .Name = Name;
254- ShaderCI.EntryPoint = EntryPoint;
255- ShaderCI.FilePath = FilePath;
256- ShaderCI.Macros = ShaderMacros;
257- ShaderCI.pShaderSourceStreamFactory = m_pShaderSourceFactory;
251+ ShaderCI.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL;
252+ ShaderCI.Desc .ShaderType = Type;
253+ ShaderCI.Desc .Name = Name;
254+ ShaderCI.Desc .UseCombinedTextureSamplers = true ;
255+ ShaderCI.EntryPoint = EntryPoint;
256+ ShaderCI.FilePath = FilePath;
257+ ShaderCI.Macros = ShaderMacros;
258+ ShaderCI.pShaderSourceStreamFactory = m_pShaderSourceFactory;
258259 RefCntAutoPtr<IShader> pShader;
259260 pDevice->CreateShader (ShaderCI, &pShader);
260261 return pShader;
@@ -278,7 +279,7 @@ FSRProvider::PipelineData& FSRProvider::GetOrCreatePipelines(TEXTURE_FORMAT Outp
278279 ResourceLayout
279280 .SetDefaultVariableType (SHADER_RESOURCE_VARIABLE_TYPE_DYNAMIC)
280281 .AddVariable (SHADER_TYPE_PIXEL, " cbFSRAttribs" , SHADER_RESOURCE_VARIABLE_TYPE_MUTABLE)
281- .AddImmutableSampler (SHADER_TYPE_PIXEL, " g_TextureSource_sampler " , Sam_PointClamp);
282+ .AddImmutableSampler (SHADER_TYPE_PIXEL, " g_TextureSource " , Sam_PointClamp);
282283
283284 GraphicsPipelineStateCreateInfoX PSOCreateInfo{" FSR::EASU PSO" };
284285 PSOCreateInfo
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