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- // Copyright (C) 2009-2017, 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
- #ifndef ANKI_SHADERS_COMMON_GLSL
- #define ANKI_SHADERS_COMMON_GLSL
- // WORKAROUND
- #if defined(ANKI_VENDOR_NVIDIA)
- #define NVIDIA_LINK_ERROR_WORKAROUND 1
- #else
- #define NVIDIA_LINK_ERROR_WORKAROUND 0
- #endif
- // Default precision
- #ifndef DEFAULT_FLOAT_PRECISION
- #define DEFAULT_FLOAT_PRECISION highp
- #endif
- #ifndef DEFAULT_INT_PRECISION
- #define DEFAULT_INT_PRECISION highp
- #endif
- precision DEFAULT_FLOAT_PRECISION float;
- precision DEFAULT_INT_PRECISION int;
- const float EPSILON = 0.000001;
- const float PI = 3.14159265358979323846;
- const uint UBO_MAX_SIZE = 16384u;
- const uint MAX_U32 = 0xFFFFFFFFu;
- #define UV_TO_NDC(x_) ((x_)*2.0 - 1.0)
- #define NDC_TO_UV(x_) ((x_)*0.5 + 0.5)
- // Common locations
- #define POSITION_LOCATION 0
- #define TEXTURE_COORDINATE_LOCATION 1
- #define NORMAL_LOCATION 2
- #define TANGENT_LOCATION 3
- #define SCALE_LOCATION 1
- #define ALPHA_LOCATION 2
- #if !defined(ANKI_ARB_SHADER_BALLOT)
- #define readFirstInvocationARB(x_) (x_)
- #endif
- #endif
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