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@@ -601,9 +601,6 @@ vec4 mod(vec4 _a, vec4 _b) { return _a - _b * floor(_a / _b); }
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# define ISAMPLER3D(_name, _reg) uniform isampler3D _name
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# define USAMPLER3D(_name, _reg) uniform usampler3D _name
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-# define texture2DBias(_sampler, _coord, _bias) texture2D(_sampler, _coord, _bias)
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-# define textureCubeBias(_sampler, _coord, _bias) textureCube(_sampler, _coord, _bias)
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-
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# if BGFX_SHADER_LANGUAGE_GLSL >= 130
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# define texture2D(_sampler, _coord) texture(_sampler, _coord)
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# define texture2DArray(_sampler, _coord) texture(_sampler, _coord)
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@@ -611,6 +608,11 @@ vec4 mod(vec4 _a, vec4 _b) { return _a - _b * floor(_a / _b); }
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# define textureCube(_sampler, _coord) texture(_sampler, _coord)
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# define texture2DLod(_sampler, _coord, _lod) textureLod(_sampler, _coord, _lod)
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# define texture2DLodOffset(_sampler, _coord, _lod, _offset) textureLodOffset(_sampler, _coord, _lod, _offset)
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+# define texture2DBias(_sampler, _coord, _bias) texture(_sampler, _coord, _bias)
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+# define textureCubeBias(_sampler, _coord, _bias) texture(_sampler, _coord, _bias)
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+# else
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+# define texture2DBias(_sampler, _coord, _bias) texture2D(_sampler, _coord, _bias)
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+# define textureCubeBias(_sampler, _coord, _bias) textureCube(_sampler, _coord, _bias)
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# endif // BGFX_SHADER_LANGUAGE_GLSL >= 130
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vec3 instMul(vec3 _vec, mat3 _mtx) { return mul(_vec, _mtx); }
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