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@@ -3,8 +3,8 @@
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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*/
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-#ifndef __BGFX_SHADER_H__
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-#define __BGFX_SHADER_H__
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+#ifndef BGFX_SHADER_H_HEADER_GUARD
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+#define BGFX_SHADER_H_HEADER_GUARD
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#if !defined(BGFX_CONFIG_MAX_BONES)
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#if !defined(BGFX_CONFIG_MAX_BONES)
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# define BGFX_CONFIG_MAX_BONES 32
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# define BGFX_CONFIG_MAX_BONES 32
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@@ -17,6 +17,13 @@
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# define dFdy(_y) ddy(-_y)
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# define dFdy(_y) ddy(-_y)
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# define inversesqrt(_x) rsqrt(_x)
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# define inversesqrt(_x) rsqrt(_x)
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# define fract(_x) frac(_x)
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# define fract(_x) frac(_x)
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+# define vec2_splat(_x) float2(_x, _x)
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+# define vec3_splat(_x) float3(_x, _x, _x)
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+# define vec4_splat(_x) float4(_x, _x, _x, _x)
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+
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+# define bvec2 bool2
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+# define bvec3 bool3
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+# define bvec4 bool4
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# if BGFX_SHADER_LANGUAGE_HLSL > 3
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# if BGFX_SHADER_LANGUAGE_HLSL > 3
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struct BgfxSampler2D
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struct BgfxSampler2D
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@@ -181,14 +188,6 @@ float bgfxShadow2DProj(sampler2DShadow _sampler, vec4 _coord)
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# define textureCubeLod(_sampler, _coord, _level) texCUBElod(_sampler, vec4( (_coord).xyz, _level) )
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# define textureCubeLod(_sampler, _coord, _level) texCUBElod(_sampler, vec4( (_coord).xyz, _level) )
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# endif //
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# endif //
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-# define vec2_splat(_x) float2(_x, _x)
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-# define vec3_splat(_x) float3(_x, _x, _x)
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-# define vec4_splat(_x) float4(_x, _x, _x, _x)
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-
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-# define bvec2 bool2
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-# define bvec3 bool3
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-# define bvec4 bool4
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-
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vec3 instMul(vec3 _vec, mat3 _mtx) { return mul(_mtx, _vec); }
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vec3 instMul(vec3 _vec, mat3 _mtx) { return mul(_mtx, _vec); }
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vec3 instMul(mat3 _mtx, vec3 _vec) { return mul(_vec, _mtx); }
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vec3 instMul(mat3 _mtx, vec3 _vec) { return mul(_vec, _mtx); }
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vec4 instMul(vec4 _vec, mat4 _mtx) { return mul(_mtx, _vec); }
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vec4 instMul(vec4 _vec, mat4 _mtx) { return mul(_mtx, _vec); }
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@@ -264,4 +263,4 @@ uniform float u_alphaRef;
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#endif // __cplusplus
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#endif // __cplusplus
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-#endif // __BGFX_SHADER_H__
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+#endif // BGFX_SHADER_H_HEADER_GUARD
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