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- // Copyright (C) 2009-2022, 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 <AnKi/Shaders/Include/Common.h>
- #include <AnKi/Shaders/TextureFunctions.glsl>
- // Constants
- const F32 EPSILON = 0.000001;
- const F16 EPSILON_F16 = 0.0001hf; // Divisions by this should be OK according to http://weitz.de/ieee/
- const ANKI_RP F32 EPSILON_RP = F32(EPSILON_F16);
- const U32 MAX_U32 = 0xFFFFFFFFu;
- const F32 MAX_F32 = 3.402823e+38;
- const F16 MAX_F16 = 65504.0hf;
- const F16 MIN_F16 = 0.00006104hf;
- const F32 PI = 3.14159265358979323846;
- const U32 MAX_UBO_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 saturateRp(x) min(x, F32(MAX_F16))
- #define mad(a_, b_, c_) fma((a_), (b_), (c_))
- // Techniques
- #define RENDERING_TECHNIQUE_GBUFFER 0
- #define RENDERING_TECHNIQUE_GBUFFER_EZ 1
- #define RENDERING_TECHNIQUE_SHADOWS 2
- #define RENDERING_TECHNIQUE_FORWARD 3
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