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- // Copyright (C) 2009-2020, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- // This file contains common code for all shaders. It's optional but it's recomended to include it
- #pragma once
- #include <shaders/TextureFunctions.glsl>
- // WORKAROUNDS
- #if defined(ANKI_VENDOR_NVIDIA)
- # define NVIDIA_LINK_ERROR_WORKAROUND 1
- #else
- # define NVIDIA_LINK_ERROR_WORKAROUND 0
- #endif
- #if defined(ANKI_VENDOR_AMD) && defined(ANKI_BACKEND_VULKAN)
- # define AMD_VK_READ_FIRST_INVOCATION_COMPILER_CRASH 1
- #else
- # define AMD_VK_READ_FIRST_INVOCATION_COMPILER_CRASH 0
- #endif
- // Default precision
- #ifndef DEFAULT_FLOAT_PRECISION
- # define DEFAULT_FLOAT_PRECISION highp
- #endif
- #ifndef DEFAULT_INT_PRECISION
- # define DEFAULT_INT_PRECISION highp
- #endif
- // Constants
- precision DEFAULT_FLOAT_PRECISION F32;
- precision DEFAULT_INT_PRECISION I32;
- const F32 EPSILON = 0.000001;
- const F32 FLT_MAX = 3.402823e+38;
- const U32 MAX_U32 = 0xFFFFFFFFu;
- const F32 PI = 3.14159265358979323846;
- const U32 UBO_MAX_SIZE = 16384u;
- const U32 MAX_SHARED_MEMORY = 32u * 1024u;
- // Macros
- #define UV_TO_NDC(x_) ((x_)*2.0 - 1.0)
- #define NDC_TO_UV(x_) ((x_)*0.5 + 0.5)
- #define saturate(x_) clamp((x_), 0.0, 1.0)
- #define mad(a_, b_, c_) fma((a_), (b_), (c_))
- // Common locations
- #define POSITION_LOCATION 0
- #define TEXTURE_COORDINATE_LOCATION 1
- #define TEXTURE_COORDINATE_LOCATION_2 2
- #define NORMAL_LOCATION 3
- #define TANGENT_LOCATION 4
- #define COLOR_LOCATION 5
- #define BONE_WEIGHTS_LOCATION 6
- #define BONE_INDICES_LOCATION 7
- #define SCALE_LOCATION 1
- #define ALPHA_LOCATION 2
- // Passes
- #define PASS_GB 0
- #define PASS_FS 1
- #define PASS_SM 2
- #define PASS_EZ 3
- // Other
- #if defined(ANKI_BACKEND_VULKAN) && ANKI_BACKEND_MAJOR >= 1 && ANKI_BACKEND_MINOR >= 1
- # define UNIFORM(x_) subgroupBroadcastFirst(x_)
- #else
- # define UNIFORM(x_) x_
- #endif
- #define CALC_BITANGENT_IN_VERT 1
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