|
|
@@ -593,7 +593,6 @@ mat4 mtxFromRows(vec4 _0, vec4 _1, vec4 _2, vec4 _3)
|
|
|
return mat4(_0, _1, _2, _3);
|
|
|
#endif // BGFX_SHADER_LANGUAGE_GLSL
|
|
|
}
|
|
|
-
|
|
|
mat4 mtxFromCols(vec4 _0, vec4 _1, vec4 _2, vec4 _3)
|
|
|
{
|
|
|
#if BGFX_SHADER_LANGUAGE_GLSL
|
|
|
@@ -602,7 +601,14 @@ mat4 mtxFromCols(vec4 _0, vec4 _1, vec4 _2, vec4 _3)
|
|
|
return transpose(mat4(_0, _1, _2, _3) );
|
|
|
#endif // BGFX_SHADER_LANGUAGE_GLSL
|
|
|
}
|
|
|
-
|
|
|
+mat3 mtxFromRows(vec3 _0, vec3 _1, vec3 _2)
|
|
|
+{
|
|
|
+#if BGFX_SHADER_LANGUAGE_GLSL
|
|
|
+ return transpose(mat3(_0, _1, _2) );
|
|
|
+#else
|
|
|
+ return mat3(_0, _1, _2);
|
|
|
+#endif // BGFX_SHADER_LANGUAGE_GLSL
|
|
|
+}
|
|
|
mat3 mtxFromCols(vec3 _0, vec3 _1, vec3 _2)
|
|
|
{
|
|
|
#if BGFX_SHADER_LANGUAGE_GLSL
|
|
|
@@ -612,6 +618,30 @@ mat3 mtxFromCols(vec3 _0, vec3 _1, vec3 _2)
|
|
|
#endif // BGFX_SHADER_LANGUAGE_GLSL
|
|
|
}
|
|
|
|
|
|
+#if BGFX_SHADER_LANGUAGE_GLSL
|
|
|
+#define mtxFromRows4(_0, _1, _2, _3) transpose(mat4(_0, _1, _2, _3))
|
|
|
+#else
|
|
|
+#define mtxFromRows4(_0, _1, _2, _3) mat4(_0, _1, _2, _3)
|
|
|
+#endif // BGFX_SHADER_LANGUAGE_GLSL
|
|
|
+
|
|
|
+#if BGFX_SHADER_LANGUAGE_GLSL
|
|
|
+#define mtxFromRows3(_0, _1, _2) transpose(mat3(_0, _1, _2))
|
|
|
+#else
|
|
|
+#define mtxFromRows3(_0, _1, _2) mat3(_0, _1, _2)
|
|
|
+#endif // BGFX_SHADER_LANGUAGE_GLSL
|
|
|
+
|
|
|
+#if BGFX_SHADER_LANGUAGE_GLSL
|
|
|
+#define mtxFromCols4(_0, _1, _2, _3) mat4(_0, _1, _2, _3)
|
|
|
+#else
|
|
|
+#define mtxFromCols4(_0, _1, _2, _3) transpose(mat4(_0, _1, _2, _3))
|
|
|
+#endif // BGFX_SHADER_LANGUAGE_GLSL
|
|
|
+
|
|
|
+#if BGFX_SHADER_LANGUAGE_GLSL
|
|
|
+#define mtxFromCols3(_0, _1, _2) mat3(_0, _1, _2)
|
|
|
+#else
|
|
|
+#define mtxFromCols3(_0, _1, _2) transpose(mat3(_0, _1, _2))
|
|
|
+#endif // BGFX_SHADER_LANGUAGE_GLSL
|
|
|
+
|
|
|
uniform vec4 u_viewRect;
|
|
|
uniform vec4 u_viewTexel;
|
|
|
uniform mat4 u_view;
|