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- /*
- * Copyright 2011-2019 Branimir Karadzic. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
- */
- #ifndef BGFX_SHADER_H_HEADER_GUARD
- #define BGFX_SHADER_H_HEADER_GUARD
- #if !defined(BGFX_CONFIG_MAX_BONES)
- # define BGFX_CONFIG_MAX_BONES 32
- #endif // !defined(BGFX_CONFIG_MAX_BONES)
- #ifndef __cplusplus
- #if BGFX_SHADER_LANGUAGE_HLSL > 3
- # define BRANCH [branch]
- # define LOOP [loop]
- # define UNROLL [unroll]
- #else
- # define BRANCH
- # define LOOP
- # define UNROLL
- #endif // BGFX_SHADER_LANGUAGE_HLSL > 3
- #if BGFX_SHADER_LANGUAGE_HLSL > 3 && BGFX_SHADER_TYPE_FRAGMENT
- # define EARLY_DEPTH_STENCIL [earlydepthstencil]
- #else
- # define EARLY_DEPTH_STENCIL
- #endif // BGFX_SHADER_LANGUAGE_HLSL > 3 && BGFX_SHADER_TYPE_FRAGMENT
- #if BGFX_SHADER_LANGUAGE_GLSL
- # define ARRAY_BEGIN(_type, _name, _count) _type _name[_count] = _type[](
- # define ARRAY_END() )
- #else
- # define ARRAY_BEGIN(_type, _name, _count) _type _name[_count] = {
- # define ARRAY_END() }
- #endif // BGFX_SHADER_LANGUAGE_GLSL
- #if BGFX_SHADER_LANGUAGE_HLSL \
- || BGFX_SHADER_LANGUAGE_PSSL \
- || BGFX_SHADER_LANGUAGE_SPIRV \
- || BGFX_SHADER_LANGUAGE_METAL
- # define CONST(_x) static const _x
- # define dFdx(_x) ddx(_x)
- # define dFdy(_y) ddy(-_y)
- # define inversesqrt(_x) rsqrt(_x)
- # define fract(_x) frac(_x)
- # define bvec2 bool2
- # define bvec3 bool3
- # define bvec4 bool4
- # if BGFX_SHADER_LANGUAGE_HLSL > 4
- # define REGISTER(_type, _reg) register(_type[_reg])
- # else
- # define REGISTER(_type, _reg) register(_type ## _reg)
- # endif // BGFX_SHADER_LANGUAGE_HLSL
- # if BGFX_SHADER_LANGUAGE_HLSL > 3 || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
- # if BGFX_SHADER_LANGUAGE_HLSL > 4 || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
- # define dFdxCoarse(_x) ddx_coarse(_x)
- # define dFdxFine(_x) ddx_fine(_x)
- # define dFdyCoarse(_y) ddy_coarse(-_y)
- # define dFdyFine(_y) ddy_fine(-_y)
- # endif // BGFX_SHADER_LANGUAGE_HLSL > 4
- # if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
- float intBitsToFloat(int _x) { return asfloat(_x); }
- vec2 intBitsToFloat(uint2 _x) { return asfloat(_x); }
- vec3 intBitsToFloat(uint3 _x) { return asfloat(_x); }
- vec4 intBitsToFloat(uint4 _x) { return asfloat(_x); }
- # endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
- float uintBitsToFloat(uint _x) { return asfloat(_x); }
- vec2 uintBitsToFloat(uint2 _x) { return asfloat(_x); }
- vec3 uintBitsToFloat(uint3 _x) { return asfloat(_x); }
- vec4 uintBitsToFloat(uint4 _x) { return asfloat(_x); }
- uint floatBitsToUint(float _x) { return asuint(_x); }
- uvec2 floatBitsToUint(vec2 _x) { return asuint(_x); }
- uvec3 floatBitsToUint(vec3 _x) { return asuint(_x); }
- uvec4 floatBitsToUint(vec4 _x) { return asuint(_x); }
- int floatBitsToInt(float _x) { return asint(_x); }
- ivec2 floatBitsToInt(vec2 _x) { return asint(_x); }
- ivec3 floatBitsToInt(vec3 _x) { return asint(_x); }
- ivec4 floatBitsToInt(vec4 _x) { return asint(_x); }
- uint bitfieldReverse(uint _x) { return reversebits(_x); }
- uint2 bitfieldReverse(uint2 _x) { return reversebits(_x); }
- uint3 bitfieldReverse(uint3 _x) { return reversebits(_x); }
- uint4 bitfieldReverse(uint4 _x) { return reversebits(_x); }
- # if !BGFX_SHADER_LANGUAGE_SPIRV
- uint packHalf2x16(vec2 _x)
- {
- return (f32tof16(_x.y)<<16) | f32tof16(_x.x);
- }
- vec2 unpackHalf2x16(uint _x)
- {
- return vec2(f16tof32(_x & 0xffff), f16tof32(_x >> 16) );
- }
- # endif // !BGFX_SHADER_LANGUAGE_SPIRV
- struct BgfxSampler2D
- {
- SamplerState m_sampler;
- Texture2D m_texture;
- };
- struct BgfxISampler2D
- {
- Texture2D<ivec4> m_texture;
- };
- struct BgfxUSampler2D
- {
- Texture2D<uvec4> m_texture;
- };
- struct BgfxSampler2DArray
- {
- SamplerState m_sampler;
- Texture2DArray m_texture;
- };
- struct BgfxSampler2DShadow
- {
- SamplerComparisonState m_sampler;
- Texture2D m_texture;
- };
- struct BgfxSampler2DArrayShadow
- {
- SamplerComparisonState m_sampler;
- Texture2DArray m_texture;
- };
- struct BgfxSampler3D
- {
- SamplerState m_sampler;
- Texture3D m_texture;
- };
- struct BgfxISampler3D
- {
- Texture3D<ivec4> m_texture;
- };
- struct BgfxUSampler3D
- {
- Texture3D<uvec4> m_texture;
- };
- struct BgfxSamplerCube
- {
- SamplerState m_sampler;
- TextureCube m_texture;
- };
- struct BgfxSamplerCubeShadow
- {
- SamplerComparisonState m_sampler;
- TextureCube m_texture;
- };
- struct BgfxSampler2DMS
- {
- Texture2DMS<vec4> m_texture;
- };
- vec4 bgfxTexture2D(BgfxSampler2D _sampler, vec2 _coord)
- {
- return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
- }
- vec4 bgfxTexture2DBias(BgfxSampler2D _sampler, vec2 _coord, float _bias)
- {
- return _sampler.m_texture.SampleBias(_sampler.m_sampler, _coord, _bias);
- }
- vec4 bgfxTexture2DLod(BgfxSampler2D _sampler, vec2 _coord, float _level)
- {
- return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
- }
- vec4 bgfxTexture2DLodOffset(BgfxSampler2D _sampler, vec2 _coord, float _level, ivec2 _offset)
- {
- return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level, _offset);
- }
- vec4 bgfxTexture2DProj(BgfxSampler2D _sampler, vec3 _coord)
- {
- vec2 coord = _coord.xy * rcp(_coord.z);
- return _sampler.m_texture.Sample(_sampler.m_sampler, coord);
- }
- vec4 bgfxTexture2DProj(BgfxSampler2D _sampler, vec4 _coord)
- {
- vec2 coord = _coord.xy * rcp(_coord.w);
- return _sampler.m_texture.Sample(_sampler.m_sampler, coord);
- }
- vec4 bgfxTexture2DGrad(BgfxSampler2D _sampler, vec2 _coord, vec2 _dPdx, vec2 _dPdy)
- {
- return _sampler.m_texture.SampleGrad(_sampler.m_sampler, _coord, _dPdx, _dPdy);
- }
- vec4 bgfxTexture2DArray(BgfxSampler2DArray _sampler, vec3 _coord)
- {
- return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
- }
- vec4 bgfxTexture2DArrayLod(BgfxSampler2DArray _sampler, vec3 _coord, float _lod)
- {
- return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _lod);
- }
- vec4 bgfxTexture2DArrayLodOffset(BgfxSampler2DArray _sampler, vec3 _coord, float _level, ivec2 _offset)
- {
- return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level, _offset);
- }
- float bgfxShadow2D(BgfxSampler2DShadow _sampler, vec3 _coord)
- {
- return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xy, _coord.z);
- }
- float bgfxShadow2DProj(BgfxSampler2DShadow _sampler, vec4 _coord)
- {
- vec3 coord = _coord.xyz * rcp(_coord.w);
- return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, coord.xy, coord.z);
- }
- vec4 bgfxShadow2DArray(BgfxSampler2DArrayShadow _sampler, vec4 _coord)
- {
- return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xyz, _coord.w);
- }
- vec4 bgfxTexture3D(BgfxSampler3D _sampler, vec3 _coord)
- {
- return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
- }
- vec4 bgfxTexture3DLod(BgfxSampler3D _sampler, vec3 _coord, float _level)
- {
- return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
- }
- ivec4 bgfxTexture3D(BgfxISampler3D _sampler, vec3 _coord)
- {
- uvec3 size;
- _sampler.m_texture.GetDimensions(size.x, size.y, size.z);
- return _sampler.m_texture.Load(ivec4(_coord * size, 0) );
- }
- uvec4 bgfxTexture3D(BgfxUSampler3D _sampler, vec3 _coord)
- {
- uvec3 size;
- _sampler.m_texture.GetDimensions(size.x, size.y, size.z);
- return _sampler.m_texture.Load(ivec4(_coord * size, 0) );
- }
- vec4 bgfxTextureCube(BgfxSamplerCube _sampler, vec3 _coord)
- {
- return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
- }
- vec4 bgfxTextureCubeBias(BgfxSamplerCube _sampler, vec3 _coord, float _bias)
- {
- return _sampler.m_texture.SampleBias(_sampler.m_sampler, _coord, _bias);
- }
- vec4 bgfxTextureCubeLod(BgfxSamplerCube _sampler, vec3 _coord, float _level)
- {
- return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
- }
- float bgfxShadowCube(BgfxSamplerCubeShadow _sampler, vec4 _coord)
- {
- return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xyz, _coord.w);
- }
- vec4 bgfxTexelFetch(BgfxSampler2D _sampler, ivec2 _coord, int _lod)
- {
- return _sampler.m_texture.Load(ivec3(_coord, _lod) );
- }
- vec4 bgfxTexelFetchOffset(BgfxSampler2D _sampler, ivec2 _coord, int _lod, ivec2 _offset)
- {
- return _sampler.m_texture.Load(ivec3(_coord, _lod), _offset );
- }
- vec2 bgfxTextureSize(BgfxSampler2D _sampler, int _lod)
- {
- vec2 result;
- _sampler.m_texture.GetDimensions(result.x, result.y);
- return result;
- }
- vec4 bgfxTextureGather(BgfxSampler2D _sampler, vec2 _coord)
- {
- return _sampler.m_texture.GatherRed(_sampler.m_sampler, _coord );
- }
- vec4 bgfxTextureGatherOffset(BgfxSampler2D _sampler, vec2 _coord, ivec2 _offset)
- {
- return _sampler.m_texture.GatherRed(_sampler.m_sampler, _coord, _offset );
- }
- vec4 bgfxTextureGather(BgfxSampler2DArray _sampler, vec3 _coord)
- {
- return _sampler.m_texture.GatherRed(_sampler.m_sampler, _coord );
- }
- ivec4 bgfxTexelFetch(BgfxISampler2D _sampler, ivec2 _coord, int _lod)
- {
- return _sampler.m_texture.Load(ivec3(_coord, _lod) );
- }
- uvec4 bgfxTexelFetch(BgfxUSampler2D _sampler, ivec2 _coord, int _lod)
- {
- return _sampler.m_texture.Load(ivec3(_coord, _lod) );
- }
- vec4 bgfxTexelFetch(BgfxSampler2DMS _sampler, ivec2 _coord, int _sampleIdx)
- {
- return _sampler.m_texture.Load(_coord, _sampleIdx);
- }
- vec4 bgfxTexelFetch(BgfxSampler2DArray _sampler, ivec3 _coord, int _lod)
- {
- return _sampler.m_texture.Load(ivec4(_coord, _lod) );
- }
- vec4 bgfxTexelFetch(BgfxSampler3D _sampler, ivec3 _coord, int _lod)
- {
- return _sampler.m_texture.Load(ivec4(_coord, _lod) );
- }
- vec3 bgfxTextureSize(BgfxSampler3D _sampler, int _lod)
- {
- vec3 result;
- _sampler.m_texture.GetDimensions(result.x, result.y, result.z);
- return result;
- }
- # define SAMPLER2D(_name, _reg) \
- uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
- uniform Texture2D _name ## Texture : REGISTER(t, _reg); \
- static BgfxSampler2D _name = { _name ## Sampler, _name ## Texture }
- # define ISAMPLER2D(_name, _reg) \
- uniform Texture2D<ivec4> _name ## Texture : REGISTER(t, _reg); \
- static BgfxISampler2D _name = { _name ## Texture }
- # define USAMPLER2D(_name, _reg) \
- uniform Texture2D<uvec4> _name ## Texture : REGISTER(t, _reg); \
- static BgfxUSampler2D _name = { _name ## Texture }
- # define sampler2D BgfxSampler2D
- # define texture2D(_sampler, _coord) bgfxTexture2D(_sampler, _coord)
- # define texture2DBias(_sampler, _coord, _bias) bgfxTexture2DBias(_sampler, _coord, _bias)
- # define texture2DLod(_sampler, _coord, _level) bgfxTexture2DLod(_sampler, _coord, _level)
- # define texture2DLodOffset(_sampler, _coord, _level, _offset) bgfxTexture2DLodOffset(_sampler, _coord, _level, _offset)
- # define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord)
- # define texture2DGrad(_sampler, _coord, _dPdx, _dPdy) bgfxTexture2DGrad(_sampler, _coord, _dPdx, _dPdy)
- # define SAMPLER2DARRAY(_name, _reg) \
- uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
- uniform Texture2DArray _name ## Texture : REGISTER(t, _reg); \
- static BgfxSampler2DArray _name = { _name ## Sampler, _name ## Texture }
- # define sampler2DArray BgfxSampler2DArray
- # define texture2DArray(_sampler, _coord) bgfxTexture2DArray(_sampler, _coord)
- # define texture2DArrayLod(_sampler, _coord, _lod) bgfxTexture2DArrayLod(_sampler, _coord, _lod)
- # define texture2DArrayLodOffset(_sampler, _coord, _level, _offset) bgfxTexture2DArrayLodOffset(_sampler, _coord, _level, _offset)
- # define SAMPLER2DMS(_name, _reg) \
- uniform Texture2DMS<vec4> _name ## Texture : REGISTER(t, _reg); \
- static BgfxSampler2DMS _name = { _name ## Texture }
- # define sampler2DMS BgfxSampler2DMS
- # define SAMPLER2DSHADOW(_name, _reg) \
- uniform SamplerComparisonState _name ## SamplerComparison : REGISTER(s, _reg); \
- uniform Texture2D _name ## Texture : REGISTER(t, _reg); \
- static BgfxSampler2DShadow _name = { _name ## SamplerComparison, _name ## Texture }
- # define sampler2DShadow BgfxSampler2DShadow
- # define shadow2D(_sampler, _coord) bgfxShadow2D(_sampler, _coord)
- # define shadow2DProj(_sampler, _coord) bgfxShadow2DProj(_sampler, _coord)
- # define SAMPLER2DARRAYSHADOW(_name, _reg) \
- uniform SamplerComparisonState _name ## SamplerComparison : REGISTER(s, _reg); \
- uniform Texture2DArray _name ## Texture : REGISTER(t, _reg); \
- static BgfxSampler2DArrayShadow _name = { _name ## SamplerComparison, _name ## Texture }
- # define sampler2DArrayShadow BgfxSampler2DArrayShadow
- # define shadow2DArray(_sampler, _coord) bgfxShadow2DArray(_sampler, _coord)
- # define SAMPLER3D(_name, _reg) \
- uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
- uniform Texture3D _name ## Texture : REGISTER(t, _reg); \
- static BgfxSampler3D _name = { _name ## Sampler, _name ## Texture }
- # define ISAMPLER3D(_name, _reg) \
- uniform Texture3D<ivec4> _name ## Texture : REGISTER(t, _reg); \
- static BgfxISampler3D _name = { _name ## Texture }
- # define USAMPLER3D(_name, _reg) \
- uniform Texture3D<uvec4> _name ## Texture : REGISTER(t, _reg); \
- static BgfxUSampler3D _name = { _name ## Texture }
- # define sampler3D BgfxSampler3D
- # define texture3D(_sampler, _coord) bgfxTexture3D(_sampler, _coord)
- # define texture3DLod(_sampler, _coord, _level) bgfxTexture3DLod(_sampler, _coord, _level)
- # define SAMPLERCUBE(_name, _reg) \
- uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
- uniform TextureCube _name ## Texture : REGISTER(t, _reg); \
- static BgfxSamplerCube _name = { _name ## Sampler, _name ## Texture }
- # define samplerCube BgfxSamplerCube
- # define textureCube(_sampler, _coord) bgfxTextureCube(_sampler, _coord)
- # define textureCubeBias(_sampler, _coord, _bias) bgfxTextureCubeBias(_sampler, _coord, _bias)
- # define textureCubeLod(_sampler, _coord, _level) bgfxTextureCubeLod(_sampler, _coord, _level)
- # define SAMPLERCUBESHADOW(_name, _reg) \
- uniform SamplerComparisonState _name ## SamplerComparison : REGISTER(s, _reg); \
- uniform TextureCube _name ## Texture : REGISTER(t, _reg); \
- static BgfxSamplerCubeShadow _name = { _name ## SamplerComparison, _name ## Texture }
- # define samplerCubeShadow BgfxSamplerCubeShadow
- # define shadowCube(_sampler, _coord) bgfxShadowCube(_sampler, _coord)
- # define texelFetch(_sampler, _coord, _lod) bgfxTexelFetch(_sampler, _coord, _lod)
- # define texelFetchOffset(_sampler, _coord, _lod, _offset) bgfxTexelFetchOffset(_sampler, _coord, _lod, _offset)
- # define textureSize(_sampler, _lod) bgfxTextureSize(_sampler, _lod)
- # define textureGather(_sampler, _coord) bgfxTextureGather(_sampler, _coord)
- # define textureGatherOffset(_sampler, _coord, _offset) bgfxTextureGatherOffset(_sampler, _coord, _offset)
- # else
- # define sampler2DShadow sampler2D
- vec4 bgfxTexture2DProj(sampler2D _sampler, vec3 _coord)
- {
- return tex2Dproj(_sampler, vec4(_coord.xy, 0.0, _coord.z) );
- }
- vec4 bgfxTexture2DProj(sampler2D _sampler, vec4 _coord)
- {
- return tex2Dproj(_sampler, _coord);
- }
- float bgfxShadow2D(sampler2DShadow _sampler, vec3 _coord)
- {
- #if 0
- float occluder = tex2D(_sampler, _coord.xy).x;
- return step(_coord.z, occluder);
- #else
- return tex2Dproj(_sampler, vec4(_coord.xy, _coord.z, 1.0) ).x;
- #endif // 0
- }
- float bgfxShadow2DProj(sampler2DShadow _sampler, vec4 _coord)
- {
- #if 0
- vec3 coord = _coord.xyz * rcp(_coord.w);
- float occluder = tex2D(_sampler, coord.xy).x;
- return step(coord.z, occluder);
- #else
- return tex2Dproj(_sampler, _coord).x;
- #endif // 0
- }
- # define SAMPLER2D(_name, _reg) uniform sampler2D _name : REGISTER(s, _reg)
- # define SAMPLER2DMS(_name, _reg) uniform sampler2DMS _name : REGISTER(s, _reg)
- # define texture2D(_sampler, _coord) tex2D(_sampler, _coord)
- # define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord)
- # define SAMPLER2DARRAY(_name, _reg) SAMPLER2D(_name, _reg)
- # define texture2DArray(_sampler, _coord) texture2D(_sampler, (_coord).xy)
- # define texture2DArrayLod(_sampler, _coord, _lod) texture2DLod(_sampler, _coord, _lod)
- # define SAMPLER2DSHADOW(_name, _reg) uniform sampler2DShadow _name : REGISTER(s, _reg)
- # define shadow2D(_sampler, _coord) bgfxShadow2D(_sampler, _coord)
- # define shadow2DProj(_sampler, _coord) bgfxShadow2DProj(_sampler, _coord)
- # define SAMPLER3D(_name, _reg) uniform sampler3D _name : REGISTER(s, _reg)
- # define texture3D(_sampler, _coord) tex3D(_sampler, _coord)
- # define SAMPLERCUBE(_name, _reg) uniform samplerCUBE _name : REGISTER(s, _reg)
- # define textureCube(_sampler, _coord) texCUBE(_sampler, _coord)
- # if BGFX_SHADER_LANGUAGE_HLSL == 2
- # define texture2DLod(_sampler, _coord, _level) tex2D(_sampler, (_coord).xy)
- # define texture2DGrad(_sampler, _coord, _dPdx, _dPdy) tex2D(_sampler, _coord)
- # define texture3DLod(_sampler, _coord, _level) tex3D(_sampler, (_coord).xyz)
- # define textureCubeLod(_sampler, _coord, _level) texCUBE(_sampler, (_coord).xyz)
- # else
- # define texture2DLod(_sampler, _coord, _level) tex2Dlod(_sampler, vec4( (_coord).xy, 0.0, _level) )
- # define texture2DGrad(_sampler, _coord, _dPdx, _dPdy) tex2Dgrad(_sampler, _coord, _dPdx, _dPdy)
- # define texture3DLod(_sampler, _coord, _level) tex3Dlod(_sampler, vec4( (_coord).xyz, _level) )
- # define textureCubeLod(_sampler, _coord, _level) texCUBElod(_sampler, vec4( (_coord).xyz, _level) )
- # endif // BGFX_SHADER_LANGUAGE_HLSL == 2
- # endif // BGFX_SHADER_LANGUAGE_HLSL > 3
- vec3 instMul(vec3 _vec, mat3 _mtx) { return mul(_mtx, _vec); }
- vec3 instMul(mat3 _mtx, vec3 _vec) { return mul(_vec, _mtx); }
- vec4 instMul(vec4 _vec, mat4 _mtx) { return mul(_mtx, _vec); }
- vec4 instMul(mat4 _mtx, vec4 _vec) { return mul(_vec, _mtx); }
- bvec2 lessThan(vec2 _a, vec2 _b) { return _a < _b; }
- bvec3 lessThan(vec3 _a, vec3 _b) { return _a < _b; }
- bvec4 lessThan(vec4 _a, vec4 _b) { return _a < _b; }
- bvec2 lessThanEqual(vec2 _a, vec2 _b) { return _a <= _b; }
- bvec3 lessThanEqual(vec3 _a, vec3 _b) { return _a <= _b; }
- bvec4 lessThanEqual(vec4 _a, vec4 _b) { return _a <= _b; }
- bvec2 greaterThan(vec2 _a, vec2 _b) { return _a > _b; }
- bvec3 greaterThan(vec3 _a, vec3 _b) { return _a > _b; }
- bvec4 greaterThan(vec4 _a, vec4 _b) { return _a > _b; }
- bvec2 greaterThanEqual(vec2 _a, vec2 _b) { return _a >= _b; }
- bvec3 greaterThanEqual(vec3 _a, vec3 _b) { return _a >= _b; }
- bvec4 greaterThanEqual(vec4 _a, vec4 _b) { return _a >= _b; }
- bvec2 notEqual(vec2 _a, vec2 _b) { return _a != _b; }
- bvec3 notEqual(vec3 _a, vec3 _b) { return _a != _b; }
- bvec4 notEqual(vec4 _a, vec4 _b) { return _a != _b; }
- bvec2 equal(vec2 _a, vec2 _b) { return _a == _b; }
- bvec3 equal(vec3 _a, vec3 _b) { return _a == _b; }
- bvec4 equal(vec4 _a, vec4 _b) { return _a == _b; }
- float mix(float _a, float _b, float _t) { return lerp(_a, _b, _t); }
- vec2 mix(vec2 _a, vec2 _b, vec2 _t) { return lerp(_a, _b, _t); }
- vec3 mix(vec3 _a, vec3 _b, vec3 _t) { return lerp(_a, _b, _t); }
- vec4 mix(vec4 _a, vec4 _b, vec4 _t) { return lerp(_a, _b, _t); }
- float mod(float _a, float _b) { return _a - _b * floor(_a / _b); }
- vec2 mod(vec2 _a, vec2 _b) { return _a - _b * floor(_a / _b); }
- vec3 mod(vec3 _a, vec3 _b) { return _a - _b * floor(_a / _b); }
- vec4 mod(vec4 _a, vec4 _b) { return _a - _b * floor(_a / _b); }
- #else
- # define CONST(_x) const _x
- # define atan2(_x, _y) atan(_x, _y)
- # define mul(_a, _b) ( (_a) * (_b) )
- # define saturate(_x) clamp(_x, 0.0, 1.0)
- # define SAMPLER2D(_name, _reg) uniform sampler2D _name
- # define SAMPLER2DMS(_name, _reg) uniform sampler2DMS _name
- # define SAMPLER3D(_name, _reg) uniform sampler3D _name
- # define SAMPLERCUBE(_name, _reg) uniform samplerCube _name
- # define SAMPLER2DSHADOW(_name, _reg) uniform sampler2DShadow _name
- # define SAMPLER2DARRAY(_name, _reg) uniform sampler2DArray _name
- # define SAMPLER2DMSARRAY(_name, _reg) uniform sampler2DMSArray _name
- # define SAMPLERCUBEARRAY(_name, _reg) uniform samplerCubeArray _name
- # define SAMPLER2DARRAYSHADOW(_name, _reg) uniform sampler2DArrayShadow _name
- # define ISAMPLER2D(_name, _reg) uniform isampler2D _name
- # define USAMPLER2D(_name, _reg) uniform usampler2D _name
- # define ISAMPLER3D(_name, _reg) uniform isampler3D _name
- # define USAMPLER3D(_name, _reg) uniform usampler3D _name
- # define texture2DBias(_sampler, _coord, _bias) texture2D(_sampler, _coord, _bias)
- # define textureCubeBias(_sampler, _coord, _bias) textureCube(_sampler, _coord, _bias)
- # if BGFX_SHADER_LANGUAGE_GLSL >= 130
- # define texture2D(_sampler, _coord) texture(_sampler, _coord)
- # define texture2DArray(_sampler, _coord) texture(_sampler, _coord)
- # define texture3D(_sampler, _coord) texture(_sampler, _coord)
- # endif // BGFX_SHADER_LANGUAGE_GLSL >= 130
- vec3 instMul(vec3 _vec, mat3 _mtx) { return mul(_vec, _mtx); }
- vec3 instMul(mat3 _mtx, vec3 _vec) { return mul(_mtx, _vec); }
- vec4 instMul(vec4 _vec, mat4 _mtx) { return mul(_vec, _mtx); }
- vec4 instMul(mat4 _mtx, vec4 _vec) { return mul(_mtx, _vec); }
- float rcp(float _a) { return 1.0/_a; }
- vec2 rcp(vec2 _a) { return vec2(1.0)/_a; }
- vec3 rcp(vec3 _a) { return vec3(1.0)/_a; }
- vec4 rcp(vec4 _a) { return vec4(1.0)/_a; }
- #endif // BGFX_SHADER_LANGUAGE_*
- vec2 vec2_splat(float _x) { return vec2(_x, _x); }
- vec3 vec3_splat(float _x) { return vec3(_x, _x, _x); }
- vec4 vec4_splat(float _x) { return vec4(_x, _x, _x, _x); }
- #if BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
- uvec2 uvec2_splat(uint _x) { return uvec2(_x, _x); }
- uvec3 uvec3_splat(uint _x) { return uvec3(_x, _x, _x); }
- uvec4 uvec4_splat(uint _x) { return uvec4(_x, _x, _x, _x); }
- #endif // BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
- mat4 mtxFromRows(vec4 _0, vec4 _1, vec4 _2, vec4 _3)
- {
- #if BGFX_SHADER_LANGUAGE_GLSL
- return transpose(mat4(_0, _1, _2, _3) );
- #else
- 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
- return mat4(_0, _1, _2, _3);
- #else
- 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
- return mat3(_0, _1, _2);
- #else
- return transpose(mat3(_0, _1, _2) );
- #endif // BGFX_SHADER_LANGUAGE_GLSL
- }
- #if BGFX_SHADER_LANGUAGE_GLSL
- #define mtxFromRows3(_0, _1, _2) transpose(mat3(_0, _1, _2) )
- #define mtxFromRows4(_0, _1, _2, _3) transpose(mat4(_0, _1, _2, _3) )
- #define mtxFromCols3(_0, _1, _2) mat3(_0, _1, _2)
- #define mtxFromCols4(_0, _1, _2, _3) mat4(_0, _1, _2, _3)
- #else
- #define mtxFromRows3(_0, _1, _2) mat3(_0, _1, _2)
- #define mtxFromRows4(_0, _1, _2, _3) mat4(_0, _1, _2, _3)
- #define mtxFromCols3(_0, _1, _2) transpose(mat3(_0, _1, _2) )
- #define mtxFromCols4(_0, _1, _2, _3) transpose(mat4(_0, _1, _2, _3) )
- #endif // BGFX_SHADER_LANGUAGE_GLSL
- uniform vec4 u_viewRect;
- uniform vec4 u_viewTexel;
- uniform mat4 u_view;
- uniform mat4 u_invView;
- uniform mat4 u_proj;
- uniform mat4 u_invProj;
- uniform mat4 u_viewProj;
- uniform mat4 u_invViewProj;
- uniform mat4 u_model[BGFX_CONFIG_MAX_BONES];
- uniform mat4 u_modelView;
- uniform mat4 u_modelViewProj;
- uniform vec4 u_alphaRef4;
- #define u_alphaRef u_alphaRef4.x
- #endif // __cplusplus
- #endif // BGFX_SHADER_H_HEADER_GUARD
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