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@@ -61,12 +61,12 @@
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# define dFdyFine(_y) ddy_fine(-_y)
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# endif // BGFX_SHADER_LANGUAGE_HLSL > 4
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-# if BGFX_SHADER_LANGUAGE_HLSL
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+# if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
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float intBitsToFloat(int _x) { return asfloat(_x); }
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vec2 intBitsToFloat(uint2 _x) { return asfloat(_x); }
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vec3 intBitsToFloat(uint3 _x) { return asfloat(_x); }
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vec4 intBitsToFloat(uint4 _x) { return asfloat(_x); }
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-# endif // BGFX_SHADER_LANGUAGE_HLSL
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+# endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
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float uintBitsToFloat(uint _x) { return asfloat(_x); }
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vec2 uintBitsToFloat(uint2 _x) { return asfloat(_x); }
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@@ -88,7 +88,7 @@ uint2 bitfieldReverse(uint2 _x) { return reversebits(_x); }
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uint3 bitfieldReverse(uint3 _x) { return reversebits(_x); }
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uint4 bitfieldReverse(uint4 _x) { return reversebits(_x); }
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-# if !BGFX_SHADER_LANGUAGE_SPIRV && !BGFX_SHADER_LANGUAGE_METAL
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+# if !BGFX_SHADER_LANGUAGE_SPIRV
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uint packHalf2x16(vec2 _x)
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{
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return (f32tof16(_x.y)<<16) | f32tof16(_x.x);
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@@ -98,7 +98,7 @@ vec2 unpackHalf2x16(uint _x)
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{
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return vec2(f16tof32(_x & 0xffff), f16tof32(_x >> 16) );
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}
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-# endif // !BGFX_SHADER_LANGUAGE_SPIRV && !BGFX_SHADER_LANGUAGE_METAL
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+# endif // !BGFX_SHADER_LANGUAGE_SPIRV
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struct BgfxSampler2D
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{
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