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@@ -47,6 +47,7 @@
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# define bvec3 bool3
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# define bvec4 bool4
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+
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# if BGFX_SHADER_LANGUAGE_HLSL > 4
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# define REGISTER(_type, _reg) register(_type[_reg])
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# else
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@@ -584,6 +585,44 @@ mat4 mtxFromCols(vec4 _0, vec4 _1, vec4 _2, vec4 _3)
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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}
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+mat3 mtxFromCols(vec3 _0, vec3 _1, vec3 _2)
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+{
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+#if BGFX_SHADER_LANGUAGE_GLSL
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+ return mat3(_0, _1, _2);
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+#else
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+ return transpose(mat3(_0, _1, _2) );
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+#endif // BGFX_SHADER_LANGUAGE_GLSL
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+}
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+
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+vec4 mtxGetRow(mat4 _0, uint row)
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+{
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+#if BGFX_SHADER_LANGUAGE_GLSL
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+ return vec4(_0[0][row], _0[1][row], _0[2][row], _0[3][row]);
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+#else
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+ return vec4(_0[row]);
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+#endif // BGFX_SHADER_LANGUAGE_GLSL
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+}
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+
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+vec4 mtxGetColumn(mat4 _0, uint column)
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+{
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+#if BGFX_SHADER_LANGUAGE_GLSL
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+ return vec4(_0[column]);
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+#else
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+ return vec4(_0[0][column], _0[1][column], _0[2][column], _0[3][column]);
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+#endif // BGFX_SHADER_LANGUAGE_GLSL
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+}
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+
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+float mtxGetElement(mat4 _0, uint column, uint row)
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+{
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+#if BGFX_SHADER_LANGUAGE_GLSL
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+ return _0[column][row];
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+#else
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+ return _0[row][column];
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+#endif // BGFX_SHADER_LANGUAGE_GLSL
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+}
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+
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+
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+
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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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