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@@ -176,6 +176,11 @@ vec4 bgfxTexture2D(BgfxSampler2D _sampler, vec2 _coord)
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return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
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return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
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}
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}
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+vec4 bgfxTexture2DBias(BgfxSampler2D _sampler, vec2 _coord, float _bias)
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+{
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+ return _sampler.m_texture.SampleBias(_sampler.m_sampler, _coord, _bias);
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+}
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+
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vec4 bgfxTexture2DLod(BgfxSampler2D _sampler, vec2 _coord, float _level)
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vec4 bgfxTexture2DLod(BgfxSampler2D _sampler, vec2 _coord, float _level)
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{
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{
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return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
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return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
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@@ -263,6 +268,11 @@ vec4 bgfxTextureCube(BgfxSamplerCube _sampler, vec3 _coord)
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return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
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return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
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}
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}
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+vec4 bgfxTextureCubeBias(BgfxSamplerCube _sampler, vec3 _coord, float _bias)
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+{
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+ return _sampler.m_texture.SampleBias(_sampler.m_sampler, _coord, _bias);
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+}
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+
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vec4 bgfxTextureCubeLod(BgfxSamplerCube _sampler, vec3 _coord, float _level)
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vec4 bgfxTextureCubeLod(BgfxSamplerCube _sampler, vec3 _coord, float _level)
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{
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{
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return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
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return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
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@@ -347,6 +357,7 @@ vec3 bgfxTextureSize(BgfxSampler3D _sampler, int _lod)
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static BgfxUSampler2D _name = { _name ## Texture }
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static BgfxUSampler2D _name = { _name ## Texture }
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# define sampler2D BgfxSampler2D
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# define sampler2D BgfxSampler2D
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# define texture2D(_sampler, _coord) bgfxTexture2D(_sampler, _coord)
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# define texture2D(_sampler, _coord) bgfxTexture2D(_sampler, _coord)
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+# define texture2DBias(_sampler, _coord, _bias) bgfxTexture2DBias(_sampler, _coord, _bias)
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# define texture2DLod(_sampler, _coord, _level) bgfxTexture2DLod(_sampler, _coord, _level)
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# define texture2DLod(_sampler, _coord, _level) bgfxTexture2DLod(_sampler, _coord, _level)
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# define texture2DLodOffset(_sampler, _coord, _level, _offset) bgfxTexture2DLodOffset(_sampler, _coord, _level, _offset)
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# define texture2DLodOffset(_sampler, _coord, _level, _offset) bgfxTexture2DLodOffset(_sampler, _coord, _level, _offset)
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# define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord)
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# define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord)
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@@ -401,6 +412,7 @@ vec3 bgfxTextureSize(BgfxSampler3D _sampler, int _lod)
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static BgfxSamplerCube _name = { _name ## Sampler, _name ## Texture }
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static BgfxSamplerCube _name = { _name ## Sampler, _name ## Texture }
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# define samplerCube BgfxSamplerCube
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# define samplerCube BgfxSamplerCube
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# define textureCube(_sampler, _coord) bgfxTextureCube(_sampler, _coord)
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# define textureCube(_sampler, _coord) bgfxTextureCube(_sampler, _coord)
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+# define textureCubeBias(_sampler, _coord, _bias) bgfxTextureCubeBias(_sampler, _coord, _bias)
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# define textureCubeLod(_sampler, _coord, _level) bgfxTextureCubeLod(_sampler, _coord, _level)
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# define textureCubeLod(_sampler, _coord, _level) bgfxTextureCubeLod(_sampler, _coord, _level)
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# define SAMPLERCUBESHADOW(_name, _reg) \
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# define SAMPLERCUBESHADOW(_name, _reg) \
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@@ -543,6 +555,9 @@ 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 ISAMPLER3D(_name, _reg) uniform isampler3D _name
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# define USAMPLER3D(_name, _reg) uniform usampler3D _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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# if BGFX_SHADER_LANGUAGE_GLSL >= 130
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# define texture2D(_sampler, _coord) texture(_sampler, _coord)
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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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# define texture2DArray(_sampler, _coord) texture(_sampler, _coord)
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