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@@ -394,10 +394,39 @@ vec4 mod(vec4 _a, vec4 _b) { return _a - _b * floor(_a / _b); }
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# define USAMPLER2D(_name, _reg) uniform usampler2D _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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-ivec4 texture2D(isampler2D _sampler, vec2 _coord) { return texture(_sampler, _coord); }
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-uvec4 texture2D(usampler2D _sampler, vec2 _coord) { return texture(_sampler, _coord); }
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-ivec4 texture3D(isampler3D _sampler, vec3 _coord) { return texture(_sampler, _coord); }
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-uvec4 texture3D(usampler3D _sampler, vec3 _coord) { return texture(_sampler, _coord); }
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+
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+vec4 bgfxTexture2D(sampler2D _sampler, vec2 _coord)
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+{
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+ return texture(_sampler, _coord);
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+}
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+
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+ivec4 bgfxTexture2D(isampler2D _sampler, vec2 _coord)
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+{
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+ return texture(_sampler, _coord);
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+}
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+
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+uvec4 bgfxTexture2D(usampler2D _sampler, vec2 _coord)
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+{
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+ return texture(_sampler, _coord);
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+}
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+
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+vec4 bgfxTexture3D(sampler3D _sampler, vec3 _coord)
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+{
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+ return texture(_sampler, _coord);
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+}
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+
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+ivec4 bgfxTexture3D(isampler3D _sampler, vec3 _coord)
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+{
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+ return texture(_sampler, _coord);
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+}
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+
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+uvec4 bgfxTexture3D(usampler3D _sampler, vec3 _coord)
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+{
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+ return texture(_sampler, _coord);
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+}
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+
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+# define texture2D(_sampler, _coord) bgfxTexture2D(_sampler, _coord)
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+# define texture3D(_sampler, _coord) bgfxTexture3D(_sampler, _coord)
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# endif // BGFX_SHADER_LANGUAGE_GLSL >= 130
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vec3 instMul(vec3 _vec, mat3 _mtx) { return mul(_vec, _mtx); }
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