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@@ -133,10 +133,16 @@ bvec2 equal(vec2 _a, vec2 _b) { return _a == _b; }
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bvec3 equal(vec3 _a, vec3 _b) { return _a == _b; }
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bvec4 equal(vec4 _a, vec4 _b) { return _a == _b; }
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+float mix(float _a, float _b, float _t) { return lerp(_a, _b, _t); }
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vec2 mix(vec2 _a, vec2 _b, vec2 _t) { return lerp(_a, _b, _t); }
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vec3 mix(vec3 _a, vec3 _b, vec3 _t) { return lerp(_a, _b, _t); }
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vec4 mix(vec4 _a, vec4 _b, vec4 _t) { return lerp(_a, _b, _t); }
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+float mod(float _a, float _b) { return _a - _b * floor(_a / _b); }
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+vec2 mod(vec2 _a, vec2 _b) { return _a - _b * floor(_a / _b); }
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+vec3 mod(vec3 _a, vec3 _b) { return _a - _b * floor(_a / _b); }
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+vec4 mod(vec4 _a, vec4 _b) { return _a - _b * floor(_a / _b); }
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+
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#elif BGFX_SHADER_LANGUAGE_GLSL
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# define atan2(_x, _y) atan(_x, _y)
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# define frac(_x) fract(_x)
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@@ -156,6 +162,17 @@ vec4 instMul(vec4 _vec, mat4 _mtx) { return mul(_vec, _mtx); }
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vec4 instMul(mat4 _mtx, vec4 _vec) { return mul(_mtx, _vec); }
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#endif // BGFX_SHADER_LANGUAGE_HLSL
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+uniform vec4 u_viewRect;
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+uniform vec4 u_viewTexel;
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+uniform mat4 u_view;
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+uniform mat4 u_viewProj;
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+uniform mat4 u_model;
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+uniform mat4 u_modelView;
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+uniform mat4 u_modelViewProj;
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+uniform mat4 u_modelViewProjX;
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+uniform mat4 u_viewProjX;
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+uniform float u_alphaRef;
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+
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#endif // __cplusplus
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#endif // __BGFX_SHADER_H__
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