bgfx_shader.sh 23 KB

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  1. /*
  2. * Copyright 2011-2019 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #ifndef BGFX_SHADER_H_HEADER_GUARD
  6. #define BGFX_SHADER_H_HEADER_GUARD
  7. #if !defined(BGFX_CONFIG_MAX_BONES)
  8. # define BGFX_CONFIG_MAX_BONES 32
  9. #endif // !defined(BGFX_CONFIG_MAX_BONES)
  10. #ifndef __cplusplus
  11. #if BGFX_SHADER_LANGUAGE_HLSL > 3
  12. # define BRANCH [branch]
  13. # define LOOP [loop]
  14. # define UNROLL [unroll]
  15. #else
  16. # define BRANCH
  17. # define LOOP
  18. # define UNROLL
  19. #endif // BGFX_SHADER_LANGUAGE_HLSL > 3
  20. #if BGFX_SHADER_LANGUAGE_HLSL > 3 && BGFX_SHADER_TYPE_FRAGMENT
  21. # define EARLY_DEPTH_STENCIL [earlydepthstencil]
  22. #else
  23. # define EARLY_DEPTH_STENCIL
  24. #endif // BGFX_SHADER_LANGUAGE_HLSL > 3 && BGFX_SHADER_TYPE_FRAGMENT
  25. #if BGFX_SHADER_LANGUAGE_GLSL
  26. # define ARRAY_BEGIN(_type, _name, _count) _type _name[_count] = _type[](
  27. # define ARRAY_END() )
  28. #else
  29. # define ARRAY_BEGIN(_type, _name, _count) _type _name[_count] = {
  30. # define ARRAY_END() }
  31. #endif // BGFX_SHADER_LANGUAGE_GLSL
  32. #if BGFX_SHADER_LANGUAGE_HLSL \
  33. || BGFX_SHADER_LANGUAGE_PSSL \
  34. || BGFX_SHADER_LANGUAGE_SPIRV \
  35. || BGFX_SHADER_LANGUAGE_METAL
  36. # define CONST(_x) static const _x
  37. # define dFdx(_x) ddx(_x)
  38. # define dFdy(_y) ddy(-_y)
  39. # define inversesqrt(_x) rsqrt(_x)
  40. # define fract(_x) frac(_x)
  41. # define bvec2 bool2
  42. # define bvec3 bool3
  43. # define bvec4 bool4
  44. # if BGFX_SHADER_LANGUAGE_HLSL > 4
  45. # define REGISTER(_type, _reg) register(_type[_reg])
  46. # else
  47. # define REGISTER(_type, _reg) register(_type ## _reg)
  48. # endif // BGFX_SHADER_LANGUAGE_HLSL
  49. # if BGFX_SHADER_LANGUAGE_HLSL > 3 || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
  50. # if BGFX_SHADER_LANGUAGE_HLSL > 4 || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
  51. # define dFdxCoarse(_x) ddx_coarse(_x)
  52. # define dFdxFine(_x) ddx_fine(_x)
  53. # define dFdyCoarse(_y) ddy_coarse(-_y)
  54. # define dFdyFine(_y) ddy_fine(-_y)
  55. # endif // BGFX_SHADER_LANGUAGE_HLSL > 4
  56. # if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
  57. float intBitsToFloat(int _x) { return asfloat(_x); }
  58. vec2 intBitsToFloat(uint2 _x) { return asfloat(_x); }
  59. vec3 intBitsToFloat(uint3 _x) { return asfloat(_x); }
  60. vec4 intBitsToFloat(uint4 _x) { return asfloat(_x); }
  61. # endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
  62. float uintBitsToFloat(uint _x) { return asfloat(_x); }
  63. vec2 uintBitsToFloat(uint2 _x) { return asfloat(_x); }
  64. vec3 uintBitsToFloat(uint3 _x) { return asfloat(_x); }
  65. vec4 uintBitsToFloat(uint4 _x) { return asfloat(_x); }
  66. uint floatBitsToUint(float _x) { return asuint(_x); }
  67. uvec2 floatBitsToUint(vec2 _x) { return asuint(_x); }
  68. uvec3 floatBitsToUint(vec3 _x) { return asuint(_x); }
  69. uvec4 floatBitsToUint(vec4 _x) { return asuint(_x); }
  70. int floatBitsToInt(float _x) { return asint(_x); }
  71. ivec2 floatBitsToInt(vec2 _x) { return asint(_x); }
  72. ivec3 floatBitsToInt(vec3 _x) { return asint(_x); }
  73. ivec4 floatBitsToInt(vec4 _x) { return asint(_x); }
  74. uint bitfieldReverse(uint _x) { return reversebits(_x); }
  75. uint2 bitfieldReverse(uint2 _x) { return reversebits(_x); }
  76. uint3 bitfieldReverse(uint3 _x) { return reversebits(_x); }
  77. uint4 bitfieldReverse(uint4 _x) { return reversebits(_x); }
  78. # if !BGFX_SHADER_LANGUAGE_SPIRV
  79. uint packHalf2x16(vec2 _x)
  80. {
  81. return (f32tof16(_x.y)<<16) | f32tof16(_x.x);
  82. }
  83. vec2 unpackHalf2x16(uint _x)
  84. {
  85. return vec2(f16tof32(_x & 0xffff), f16tof32(_x >> 16) );
  86. }
  87. # endif // !BGFX_SHADER_LANGUAGE_SPIRV
  88. struct BgfxSampler2D
  89. {
  90. SamplerState m_sampler;
  91. Texture2D m_texture;
  92. };
  93. struct BgfxISampler2D
  94. {
  95. Texture2D<ivec4> m_texture;
  96. };
  97. struct BgfxUSampler2D
  98. {
  99. Texture2D<uvec4> m_texture;
  100. };
  101. struct BgfxSampler2DArray
  102. {
  103. SamplerState m_sampler;
  104. Texture2DArray m_texture;
  105. };
  106. struct BgfxSampler2DShadow
  107. {
  108. SamplerComparisonState m_sampler;
  109. Texture2D m_texture;
  110. };
  111. struct BgfxSampler2DArrayShadow
  112. {
  113. SamplerComparisonState m_sampler;
  114. Texture2DArray m_texture;
  115. };
  116. struct BgfxSampler3D
  117. {
  118. SamplerState m_sampler;
  119. Texture3D m_texture;
  120. };
  121. struct BgfxISampler3D
  122. {
  123. Texture3D<ivec4> m_texture;
  124. };
  125. struct BgfxUSampler3D
  126. {
  127. Texture3D<uvec4> m_texture;
  128. };
  129. struct BgfxSamplerCube
  130. {
  131. SamplerState m_sampler;
  132. TextureCube m_texture;
  133. };
  134. struct BgfxSamplerCubeShadow
  135. {
  136. SamplerComparisonState m_sampler;
  137. TextureCube m_texture;
  138. };
  139. struct BgfxSampler2DMS
  140. {
  141. Texture2DMS<vec4> m_texture;
  142. };
  143. vec4 bgfxTexture2D(BgfxSampler2D _sampler, vec2 _coord)
  144. {
  145. return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
  146. }
  147. vec4 bgfxTexture2DBias(BgfxSampler2D _sampler, vec2 _coord, float _bias)
  148. {
  149. return _sampler.m_texture.SampleBias(_sampler.m_sampler, _coord, _bias);
  150. }
  151. vec4 bgfxTexture2DLod(BgfxSampler2D _sampler, vec2 _coord, float _level)
  152. {
  153. return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
  154. }
  155. vec4 bgfxTexture2DLodOffset(BgfxSampler2D _sampler, vec2 _coord, float _level, ivec2 _offset)
  156. {
  157. return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level, _offset);
  158. }
  159. vec4 bgfxTexture2DProj(BgfxSampler2D _sampler, vec3 _coord)
  160. {
  161. vec2 coord = _coord.xy * rcp(_coord.z);
  162. return _sampler.m_texture.Sample(_sampler.m_sampler, coord);
  163. }
  164. vec4 bgfxTexture2DProj(BgfxSampler2D _sampler, vec4 _coord)
  165. {
  166. vec2 coord = _coord.xy * rcp(_coord.w);
  167. return _sampler.m_texture.Sample(_sampler.m_sampler, coord);
  168. }
  169. vec4 bgfxTexture2DGrad(BgfxSampler2D _sampler, vec2 _coord, vec2 _dPdx, vec2 _dPdy)
  170. {
  171. return _sampler.m_texture.SampleGrad(_sampler.m_sampler, _coord, _dPdx, _dPdy);
  172. }
  173. vec4 bgfxTexture2DArray(BgfxSampler2DArray _sampler, vec3 _coord)
  174. {
  175. return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
  176. }
  177. vec4 bgfxTexture2DArrayLod(BgfxSampler2DArray _sampler, vec3 _coord, float _lod)
  178. {
  179. return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _lod);
  180. }
  181. vec4 bgfxTexture2DArrayLodOffset(BgfxSampler2DArray _sampler, vec3 _coord, float _level, ivec2 _offset)
  182. {
  183. return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level, _offset);
  184. }
  185. float bgfxShadow2D(BgfxSampler2DShadow _sampler, vec3 _coord)
  186. {
  187. return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xy, _coord.z);
  188. }
  189. float bgfxShadow2DProj(BgfxSampler2DShadow _sampler, vec4 _coord)
  190. {
  191. vec3 coord = _coord.xyz * rcp(_coord.w);
  192. return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, coord.xy, coord.z);
  193. }
  194. vec4 bgfxShadow2DArray(BgfxSampler2DArrayShadow _sampler, vec4 _coord)
  195. {
  196. return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xyz, _coord.w);
  197. }
  198. vec4 bgfxTexture3D(BgfxSampler3D _sampler, vec3 _coord)
  199. {
  200. return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
  201. }
  202. vec4 bgfxTexture3DLod(BgfxSampler3D _sampler, vec3 _coord, float _level)
  203. {
  204. return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
  205. }
  206. ivec4 bgfxTexture3D(BgfxISampler3D _sampler, vec3 _coord)
  207. {
  208. uvec3 size;
  209. _sampler.m_texture.GetDimensions(size.x, size.y, size.z);
  210. return _sampler.m_texture.Load(ivec4(_coord * size, 0) );
  211. }
  212. uvec4 bgfxTexture3D(BgfxUSampler3D _sampler, vec3 _coord)
  213. {
  214. uvec3 size;
  215. _sampler.m_texture.GetDimensions(size.x, size.y, size.z);
  216. return _sampler.m_texture.Load(ivec4(_coord * size, 0) );
  217. }
  218. vec4 bgfxTextureCube(BgfxSamplerCube _sampler, vec3 _coord)
  219. {
  220. return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
  221. }
  222. vec4 bgfxTextureCubeBias(BgfxSamplerCube _sampler, vec3 _coord, float _bias)
  223. {
  224. return _sampler.m_texture.SampleBias(_sampler.m_sampler, _coord, _bias);
  225. }
  226. vec4 bgfxTextureCubeLod(BgfxSamplerCube _sampler, vec3 _coord, float _level)
  227. {
  228. return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
  229. }
  230. float bgfxShadowCube(BgfxSamplerCubeShadow _sampler, vec4 _coord)
  231. {
  232. return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xyz, _coord.w);
  233. }
  234. vec4 bgfxTexelFetch(BgfxSampler2D _sampler, ivec2 _coord, int _lod)
  235. {
  236. return _sampler.m_texture.Load(ivec3(_coord, _lod) );
  237. }
  238. vec4 bgfxTexelFetchOffset(BgfxSampler2D _sampler, ivec2 _coord, int _lod, ivec2 _offset)
  239. {
  240. return _sampler.m_texture.Load(ivec3(_coord, _lod), _offset );
  241. }
  242. vec2 bgfxTextureSize(BgfxSampler2D _sampler, int _lod)
  243. {
  244. vec2 result;
  245. _sampler.m_texture.GetDimensions(result.x, result.y);
  246. return result;
  247. }
  248. vec4 bgfxTextureGather(BgfxSampler2D _sampler, vec2 _coord)
  249. {
  250. return _sampler.m_texture.GatherRed(_sampler.m_sampler, _coord );
  251. }
  252. vec4 bgfxTextureGatherOffset(BgfxSampler2D _sampler, vec2 _coord, ivec2 _offset)
  253. {
  254. return _sampler.m_texture.GatherRed(_sampler.m_sampler, _coord, _offset );
  255. }
  256. vec4 bgfxTextureGather(BgfxSampler2DArray _sampler, vec3 _coord)
  257. {
  258. return _sampler.m_texture.GatherRed(_sampler.m_sampler, _coord );
  259. }
  260. ivec4 bgfxTexelFetch(BgfxISampler2D _sampler, ivec2 _coord, int _lod)
  261. {
  262. return _sampler.m_texture.Load(ivec3(_coord, _lod) );
  263. }
  264. uvec4 bgfxTexelFetch(BgfxUSampler2D _sampler, ivec2 _coord, int _lod)
  265. {
  266. return _sampler.m_texture.Load(ivec3(_coord, _lod) );
  267. }
  268. vec4 bgfxTexelFetch(BgfxSampler2DMS _sampler, ivec2 _coord, int _sampleIdx)
  269. {
  270. return _sampler.m_texture.Load(_coord, _sampleIdx);
  271. }
  272. vec4 bgfxTexelFetch(BgfxSampler2DArray _sampler, ivec3 _coord, int _lod)
  273. {
  274. return _sampler.m_texture.Load(ivec4(_coord, _lod) );
  275. }
  276. vec4 bgfxTexelFetch(BgfxSampler3D _sampler, ivec3 _coord, int _lod)
  277. {
  278. return _sampler.m_texture.Load(ivec4(_coord, _lod) );
  279. }
  280. vec3 bgfxTextureSize(BgfxSampler3D _sampler, int _lod)
  281. {
  282. vec3 result;
  283. _sampler.m_texture.GetDimensions(result.x, result.y, result.z);
  284. return result;
  285. }
  286. # define SAMPLER2D(_name, _reg) \
  287. uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
  288. uniform Texture2D _name ## Texture : REGISTER(t, _reg); \
  289. static BgfxSampler2D _name = { _name ## Sampler, _name ## Texture }
  290. # define ISAMPLER2D(_name, _reg) \
  291. uniform Texture2D<ivec4> _name ## Texture : REGISTER(t, _reg); \
  292. static BgfxISampler2D _name = { _name ## Texture }
  293. # define USAMPLER2D(_name, _reg) \
  294. uniform Texture2D<uvec4> _name ## Texture : REGISTER(t, _reg); \
  295. static BgfxUSampler2D _name = { _name ## Texture }
  296. # define sampler2D BgfxSampler2D
  297. # define texture2D(_sampler, _coord) bgfxTexture2D(_sampler, _coord)
  298. # define texture2DBias(_sampler, _coord, _bias) bgfxTexture2DBias(_sampler, _coord, _bias)
  299. # define texture2DLod(_sampler, _coord, _level) bgfxTexture2DLod(_sampler, _coord, _level)
  300. # define texture2DLodOffset(_sampler, _coord, _level, _offset) bgfxTexture2DLodOffset(_sampler, _coord, _level, _offset)
  301. # define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord)
  302. # define texture2DGrad(_sampler, _coord, _dPdx, _dPdy) bgfxTexture2DGrad(_sampler, _coord, _dPdx, _dPdy)
  303. # define SAMPLER2DARRAY(_name, _reg) \
  304. uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
  305. uniform Texture2DArray _name ## Texture : REGISTER(t, _reg); \
  306. static BgfxSampler2DArray _name = { _name ## Sampler, _name ## Texture }
  307. # define sampler2DArray BgfxSampler2DArray
  308. # define texture2DArray(_sampler, _coord) bgfxTexture2DArray(_sampler, _coord)
  309. # define texture2DArrayLod(_sampler, _coord, _lod) bgfxTexture2DArrayLod(_sampler, _coord, _lod)
  310. # define texture2DArrayLodOffset(_sampler, _coord, _level, _offset) bgfxTexture2DArrayLodOffset(_sampler, _coord, _level, _offset)
  311. # define SAMPLER2DMS(_name, _reg) \
  312. uniform Texture2DMS<vec4> _name ## Texture : REGISTER(t, _reg); \
  313. static BgfxSampler2DMS _name = { _name ## Texture }
  314. # define sampler2DMS BgfxSampler2DMS
  315. # define SAMPLER2DSHADOW(_name, _reg) \
  316. uniform SamplerComparisonState _name ## SamplerComparison : REGISTER(s, _reg); \
  317. uniform Texture2D _name ## Texture : REGISTER(t, _reg); \
  318. static BgfxSampler2DShadow _name = { _name ## SamplerComparison, _name ## Texture }
  319. # define sampler2DShadow BgfxSampler2DShadow
  320. # define shadow2D(_sampler, _coord) bgfxShadow2D(_sampler, _coord)
  321. # define shadow2DProj(_sampler, _coord) bgfxShadow2DProj(_sampler, _coord)
  322. # define SAMPLER2DARRAYSHADOW(_name, _reg) \
  323. uniform SamplerComparisonState _name ## SamplerComparison : REGISTER(s, _reg); \
  324. uniform Texture2DArray _name ## Texture : REGISTER(t, _reg); \
  325. static BgfxSampler2DArrayShadow _name = { _name ## SamplerComparison, _name ## Texture }
  326. # define sampler2DArrayShadow BgfxSampler2DArrayShadow
  327. # define shadow2DArray(_sampler, _coord) bgfxShadow2DArray(_sampler, _coord)
  328. # define SAMPLER3D(_name, _reg) \
  329. uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
  330. uniform Texture3D _name ## Texture : REGISTER(t, _reg); \
  331. static BgfxSampler3D _name = { _name ## Sampler, _name ## Texture }
  332. # define ISAMPLER3D(_name, _reg) \
  333. uniform Texture3D<ivec4> _name ## Texture : REGISTER(t, _reg); \
  334. static BgfxISampler3D _name = { _name ## Texture }
  335. # define USAMPLER3D(_name, _reg) \
  336. uniform Texture3D<uvec4> _name ## Texture : REGISTER(t, _reg); \
  337. static BgfxUSampler3D _name = { _name ## Texture }
  338. # define sampler3D BgfxSampler3D
  339. # define texture3D(_sampler, _coord) bgfxTexture3D(_sampler, _coord)
  340. # define texture3DLod(_sampler, _coord, _level) bgfxTexture3DLod(_sampler, _coord, _level)
  341. # define SAMPLERCUBE(_name, _reg) \
  342. uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
  343. uniform TextureCube _name ## Texture : REGISTER(t, _reg); \
  344. static BgfxSamplerCube _name = { _name ## Sampler, _name ## Texture }
  345. # define samplerCube BgfxSamplerCube
  346. # define textureCube(_sampler, _coord) bgfxTextureCube(_sampler, _coord)
  347. # define textureCubeBias(_sampler, _coord, _bias) bgfxTextureCubeBias(_sampler, _coord, _bias)
  348. # define textureCubeLod(_sampler, _coord, _level) bgfxTextureCubeLod(_sampler, _coord, _level)
  349. # define SAMPLERCUBESHADOW(_name, _reg) \
  350. uniform SamplerComparisonState _name ## SamplerComparison : REGISTER(s, _reg); \
  351. uniform TextureCube _name ## Texture : REGISTER(t, _reg); \
  352. static BgfxSamplerCubeShadow _name = { _name ## SamplerComparison, _name ## Texture }
  353. # define samplerCubeShadow BgfxSamplerCubeShadow
  354. # define shadowCube(_sampler, _coord) bgfxShadowCube(_sampler, _coord)
  355. # define texelFetch(_sampler, _coord, _lod) bgfxTexelFetch(_sampler, _coord, _lod)
  356. # define texelFetchOffset(_sampler, _coord, _lod, _offset) bgfxTexelFetchOffset(_sampler, _coord, _lod, _offset)
  357. # define textureSize(_sampler, _lod) bgfxTextureSize(_sampler, _lod)
  358. # define textureGather(_sampler, _coord) bgfxTextureGather(_sampler, _coord)
  359. # define textureGatherOffset(_sampler, _coord, _offset) bgfxTextureGatherOffset(_sampler, _coord, _offset)
  360. # else
  361. # define sampler2DShadow sampler2D
  362. vec4 bgfxTexture2DProj(sampler2D _sampler, vec3 _coord)
  363. {
  364. return tex2Dproj(_sampler, vec4(_coord.xy, 0.0, _coord.z) );
  365. }
  366. vec4 bgfxTexture2DProj(sampler2D _sampler, vec4 _coord)
  367. {
  368. return tex2Dproj(_sampler, _coord);
  369. }
  370. float bgfxShadow2D(sampler2DShadow _sampler, vec3 _coord)
  371. {
  372. #if 0
  373. float occluder = tex2D(_sampler, _coord.xy).x;
  374. return step(_coord.z, occluder);
  375. #else
  376. return tex2Dproj(_sampler, vec4(_coord.xy, _coord.z, 1.0) ).x;
  377. #endif // 0
  378. }
  379. float bgfxShadow2DProj(sampler2DShadow _sampler, vec4 _coord)
  380. {
  381. #if 0
  382. vec3 coord = _coord.xyz * rcp(_coord.w);
  383. float occluder = tex2D(_sampler, coord.xy).x;
  384. return step(coord.z, occluder);
  385. #else
  386. return tex2Dproj(_sampler, _coord).x;
  387. #endif // 0
  388. }
  389. # define SAMPLER2D(_name, _reg) uniform sampler2D _name : REGISTER(s, _reg)
  390. # define SAMPLER2DMS(_name, _reg) uniform sampler2DMS _name : REGISTER(s, _reg)
  391. # define texture2D(_sampler, _coord) tex2D(_sampler, _coord)
  392. # define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord)
  393. # define SAMPLER2DARRAY(_name, _reg) SAMPLER2D(_name, _reg)
  394. # define texture2DArray(_sampler, _coord) texture2D(_sampler, (_coord).xy)
  395. # define texture2DArrayLod(_sampler, _coord, _lod) texture2DLod(_sampler, _coord, _lod)
  396. # define SAMPLER2DSHADOW(_name, _reg) uniform sampler2DShadow _name : REGISTER(s, _reg)
  397. # define shadow2D(_sampler, _coord) bgfxShadow2D(_sampler, _coord)
  398. # define shadow2DProj(_sampler, _coord) bgfxShadow2DProj(_sampler, _coord)
  399. # define SAMPLER3D(_name, _reg) uniform sampler3D _name : REGISTER(s, _reg)
  400. # define texture3D(_sampler, _coord) tex3D(_sampler, _coord)
  401. # define SAMPLERCUBE(_name, _reg) uniform samplerCUBE _name : REGISTER(s, _reg)
  402. # define textureCube(_sampler, _coord) texCUBE(_sampler, _coord)
  403. # if BGFX_SHADER_LANGUAGE_HLSL == 2
  404. # define texture2DLod(_sampler, _coord, _level) tex2D(_sampler, (_coord).xy)
  405. # define texture2DGrad(_sampler, _coord, _dPdx, _dPdy) tex2D(_sampler, _coord)
  406. # define texture3DLod(_sampler, _coord, _level) tex3D(_sampler, (_coord).xyz)
  407. # define textureCubeLod(_sampler, _coord, _level) texCUBE(_sampler, (_coord).xyz)
  408. # else
  409. # define texture2DLod(_sampler, _coord, _level) tex2Dlod(_sampler, vec4( (_coord).xy, 0.0, _level) )
  410. # define texture2DGrad(_sampler, _coord, _dPdx, _dPdy) tex2Dgrad(_sampler, _coord, _dPdx, _dPdy)
  411. # define texture3DLod(_sampler, _coord, _level) tex3Dlod(_sampler, vec4( (_coord).xyz, _level) )
  412. # define textureCubeLod(_sampler, _coord, _level) texCUBElod(_sampler, vec4( (_coord).xyz, _level) )
  413. # endif // BGFX_SHADER_LANGUAGE_HLSL == 2
  414. # endif // BGFX_SHADER_LANGUAGE_HLSL > 3
  415. vec3 instMul(vec3 _vec, mat3 _mtx) { return mul(_mtx, _vec); }
  416. vec3 instMul(mat3 _mtx, vec3 _vec) { return mul(_vec, _mtx); }
  417. vec4 instMul(vec4 _vec, mat4 _mtx) { return mul(_mtx, _vec); }
  418. vec4 instMul(mat4 _mtx, vec4 _vec) { return mul(_vec, _mtx); }
  419. bvec2 lessThan(vec2 _a, vec2 _b) { return _a < _b; }
  420. bvec3 lessThan(vec3 _a, vec3 _b) { return _a < _b; }
  421. bvec4 lessThan(vec4 _a, vec4 _b) { return _a < _b; }
  422. bvec2 lessThanEqual(vec2 _a, vec2 _b) { return _a <= _b; }
  423. bvec3 lessThanEqual(vec3 _a, vec3 _b) { return _a <= _b; }
  424. bvec4 lessThanEqual(vec4 _a, vec4 _b) { return _a <= _b; }
  425. bvec2 greaterThan(vec2 _a, vec2 _b) { return _a > _b; }
  426. bvec3 greaterThan(vec3 _a, vec3 _b) { return _a > _b; }
  427. bvec4 greaterThan(vec4 _a, vec4 _b) { return _a > _b; }
  428. bvec2 greaterThanEqual(vec2 _a, vec2 _b) { return _a >= _b; }
  429. bvec3 greaterThanEqual(vec3 _a, vec3 _b) { return _a >= _b; }
  430. bvec4 greaterThanEqual(vec4 _a, vec4 _b) { return _a >= _b; }
  431. bvec2 notEqual(vec2 _a, vec2 _b) { return _a != _b; }
  432. bvec3 notEqual(vec3 _a, vec3 _b) { return _a != _b; }
  433. bvec4 notEqual(vec4 _a, vec4 _b) { return _a != _b; }
  434. bvec2 equal(vec2 _a, vec2 _b) { return _a == _b; }
  435. bvec3 equal(vec3 _a, vec3 _b) { return _a == _b; }
  436. bvec4 equal(vec4 _a, vec4 _b) { return _a == _b; }
  437. float mix(float _a, float _b, float _t) { return lerp(_a, _b, _t); }
  438. vec2 mix(vec2 _a, vec2 _b, vec2 _t) { return lerp(_a, _b, _t); }
  439. vec3 mix(vec3 _a, vec3 _b, vec3 _t) { return lerp(_a, _b, _t); }
  440. vec4 mix(vec4 _a, vec4 _b, vec4 _t) { return lerp(_a, _b, _t); }
  441. float mod(float _a, float _b) { return _a - _b * floor(_a / _b); }
  442. vec2 mod(vec2 _a, vec2 _b) { return _a - _b * floor(_a / _b); }
  443. vec3 mod(vec3 _a, vec3 _b) { return _a - _b * floor(_a / _b); }
  444. vec4 mod(vec4 _a, vec4 _b) { return _a - _b * floor(_a / _b); }
  445. #else
  446. # define CONST(_x) const _x
  447. # define atan2(_x, _y) atan(_x, _y)
  448. # define mul(_a, _b) ( (_a) * (_b) )
  449. # define saturate(_x) clamp(_x, 0.0, 1.0)
  450. # define SAMPLER2D(_name, _reg) uniform sampler2D _name
  451. # define SAMPLER2DMS(_name, _reg) uniform sampler2DMS _name
  452. # define SAMPLER3D(_name, _reg) uniform sampler3D _name
  453. # define SAMPLERCUBE(_name, _reg) uniform samplerCube _name
  454. # define SAMPLER2DSHADOW(_name, _reg) uniform sampler2DShadow _name
  455. # define SAMPLER2DARRAY(_name, _reg) uniform sampler2DArray _name
  456. # define SAMPLER2DMSARRAY(_name, _reg) uniform sampler2DMSArray _name
  457. # define SAMPLERCUBEARRAY(_name, _reg) uniform samplerCubeArray _name
  458. # define SAMPLER2DARRAYSHADOW(_name, _reg) uniform sampler2DArrayShadow _name
  459. # define ISAMPLER2D(_name, _reg) uniform isampler2D _name
  460. # define USAMPLER2D(_name, _reg) uniform usampler2D _name
  461. # define ISAMPLER3D(_name, _reg) uniform isampler3D _name
  462. # define USAMPLER3D(_name, _reg) uniform usampler3D _name
  463. # define texture2DBias(_sampler, _coord, _bias) texture2D(_sampler, _coord, _bias)
  464. # define textureCubeBias(_sampler, _coord, _bias) textureCube(_sampler, _coord, _bias)
  465. # if BGFX_SHADER_LANGUAGE_GLSL >= 130
  466. # define texture2D(_sampler, _coord) texture(_sampler, _coord)
  467. # define texture2DArray(_sampler, _coord) texture(_sampler, _coord)
  468. # define texture3D(_sampler, _coord) texture(_sampler, _coord)
  469. # endif // BGFX_SHADER_LANGUAGE_GLSL >= 130
  470. vec3 instMul(vec3 _vec, mat3 _mtx) { return mul(_vec, _mtx); }
  471. vec3 instMul(mat3 _mtx, vec3 _vec) { return mul(_mtx, _vec); }
  472. vec4 instMul(vec4 _vec, mat4 _mtx) { return mul(_vec, _mtx); }
  473. vec4 instMul(mat4 _mtx, vec4 _vec) { return mul(_mtx, _vec); }
  474. float rcp(float _a) { return 1.0/_a; }
  475. vec2 rcp(vec2 _a) { return vec2(1.0)/_a; }
  476. vec3 rcp(vec3 _a) { return vec3(1.0)/_a; }
  477. vec4 rcp(vec4 _a) { return vec4(1.0)/_a; }
  478. #endif // BGFX_SHADER_LANGUAGE_*
  479. vec2 vec2_splat(float _x) { return vec2(_x, _x); }
  480. vec3 vec3_splat(float _x) { return vec3(_x, _x, _x); }
  481. vec4 vec4_splat(float _x) { return vec4(_x, _x, _x, _x); }
  482. #if BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
  483. uvec2 uvec2_splat(uint _x) { return uvec2(_x, _x); }
  484. uvec3 uvec3_splat(uint _x) { return uvec3(_x, _x, _x); }
  485. uvec4 uvec4_splat(uint _x) { return uvec4(_x, _x, _x, _x); }
  486. #endif // BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
  487. mat4 mtxFromRows(vec4 _0, vec4 _1, vec4 _2, vec4 _3)
  488. {
  489. #if BGFX_SHADER_LANGUAGE_GLSL
  490. return transpose(mat4(_0, _1, _2, _3) );
  491. #else
  492. return mat4(_0, _1, _2, _3);
  493. #endif // BGFX_SHADER_LANGUAGE_GLSL
  494. }
  495. mat4 mtxFromCols(vec4 _0, vec4 _1, vec4 _2, vec4 _3)
  496. {
  497. #if BGFX_SHADER_LANGUAGE_GLSL
  498. return mat4(_0, _1, _2, _3);
  499. #else
  500. return transpose(mat4(_0, _1, _2, _3) );
  501. #endif // BGFX_SHADER_LANGUAGE_GLSL
  502. }
  503. mat3 mtxFromRows(vec3 _0, vec3 _1, vec3 _2)
  504. {
  505. #if BGFX_SHADER_LANGUAGE_GLSL
  506. return transpose(mat3(_0, _1, _2) );
  507. #else
  508. return mat3(_0, _1, _2);
  509. #endif // BGFX_SHADER_LANGUAGE_GLSL
  510. }
  511. mat3 mtxFromCols(vec3 _0, vec3 _1, vec3 _2)
  512. {
  513. #if BGFX_SHADER_LANGUAGE_GLSL
  514. return mat3(_0, _1, _2);
  515. #else
  516. return transpose(mat3(_0, _1, _2) );
  517. #endif // BGFX_SHADER_LANGUAGE_GLSL
  518. }
  519. #if BGFX_SHADER_LANGUAGE_GLSL
  520. #define mtxFromRows3(_0, _1, _2) transpose(mat3(_0, _1, _2) )
  521. #define mtxFromRows4(_0, _1, _2, _3) transpose(mat4(_0, _1, _2, _3) )
  522. #define mtxFromCols3(_0, _1, _2) mat3(_0, _1, _2)
  523. #define mtxFromCols4(_0, _1, _2, _3) mat4(_0, _1, _2, _3)
  524. #else
  525. #define mtxFromRows3(_0, _1, _2) mat3(_0, _1, _2)
  526. #define mtxFromRows4(_0, _1, _2, _3) mat4(_0, _1, _2, _3)
  527. #define mtxFromCols3(_0, _1, _2) transpose(mat3(_0, _1, _2) )
  528. #define mtxFromCols4(_0, _1, _2, _3) transpose(mat4(_0, _1, _2, _3) )
  529. #endif // BGFX_SHADER_LANGUAGE_GLSL
  530. uniform vec4 u_viewRect;
  531. uniform vec4 u_viewTexel;
  532. uniform mat4 u_view;
  533. uniform mat4 u_invView;
  534. uniform mat4 u_proj;
  535. uniform mat4 u_invProj;
  536. uniform mat4 u_viewProj;
  537. uniform mat4 u_invViewProj;
  538. uniform mat4 u_model[BGFX_CONFIG_MAX_BONES];
  539. uniform mat4 u_modelView;
  540. uniform mat4 u_modelViewProj;
  541. uniform vec4 u_alphaRef4;
  542. #define u_alphaRef u_alphaRef4.x
  543. #endif // __cplusplus
  544. #endif // BGFX_SHADER_H_HEADER_GUARD