render_states = { default = { states = { rgb_write_enable = true alpha_write_enable = true depth_write_enable = true depth_enable = true blend_enable = false depth_func = "lequal" blend_src = "src_alpha" blend_dst = "inv_src_alpha" blend_equation = "add" cull_mode = "cw" primitive_type = "pt_triangles" stencil_enable = false stencil_func = "always" stencil_ref = "0x00" stencil_mask = "0xff" stencil_fail = "keep" stencil_depth_fail = "keep" stencil_depth_pass = "keep" stencil_func_back = "always" stencil_ref_back = "0x00" stencil_mask_back = "0xff" stencil_fail_back = "keep" stencil_depth_fail_back = "keep" stencil_depth_pass_back = "keep" } } opacity = { inherit = "default" states = { cull_mode = "none" depth_write_enable = false depth_enable = false blend_enable = true blend_src = "src_alpha" blend_dst = "inv_src_alpha" "defined(DEPTH_ENABLED)" = { depth_enable = true } } } } sampler_states = { clamp_point = { wrap_u = "clamp" wrap_v = "clamp" wrap_w = "clamp" filter_min = "point" filter_mag = "point" } clamp_anisotropic = { wrap_u = "clamp" wrap_v = "clamp" wrap_w = "clamp" filter_min = "anisotropic" filter_mag = "anisotropic" } mirror_point = { wrap_u = "mirror" wrap_v = "mirror" wrap_w = "mirror" filter_min = "point" filter_mag = "point" } mirror_anisotropic = { wrap_u = "mirror" wrap_v = "mirror" wrap_w = "mirror" filter_min = "anisotropic" filter_mag = "anisotropic" } } bgfx_shaders = { common = { code = """ /* * Copyright 2011-2025 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE */ #ifndef BGFX_SHADER_H_HEADER_GUARD #define BGFX_SHADER_H_HEADER_GUARD #if !defined(BGFX_CONFIG_MAX_BONES) # define BGFX_CONFIG_MAX_BONES 192 #endif // !defined(BGFX_CONFIG_MAX_BONES) #ifndef __cplusplus #if BGFX_SHADER_LANGUAGE_HLSL > 300 # define BRANCH [branch] # define LOOP [loop] # define UNROLL [unroll] #else # define BRANCH # define LOOP # define UNROLL #endif // BGFX_SHADER_LANGUAGE_HLSL > 300 #if (BGFX_SHADER_LANGUAGE_HLSL > 300 || BGFX_SHADER_LANGUAGE_METAL || BGFX_SHADER_LANGUAGE_SPIRV) && BGFX_SHADER_TYPE_FRAGMENT # define EARLY_DEPTH_STENCIL [earlydepthstencil] #else # define EARLY_DEPTH_STENCIL #endif // BGFX_SHADER_LANGUAGE_HLSL > 300 && 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 // To be able to patch the uav registers on the DXBC SPDB Chunk (D3D11 renderer) the whitespaces around // '_type[_reg]' are necessary. This only affects shaders with debug info (i.e., those that have the SPDB Chunk). # if BGFX_SHADER_LANGUAGE_HLSL > 400 || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL # 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 > 300 || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL # if BGFX_SHADER_LANGUAGE_HLSL > 400 || 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 > 400 # 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 m_texture; }; struct BgfxUSampler2D { Texture2D 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 m_texture; }; struct BgfxUSampler3D { Texture3D m_texture; }; struct BgfxSamplerCube { SamplerState m_sampler; TextureCube m_texture; }; struct BgfxSamplerCubeShadow { SamplerComparisonState m_sampler; TextureCube m_texture; }; struct BgfxSampler2DMS { Texture2DMS 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); } vec2 bgfxTextureSize(BgfxSampler2DShadow _sampler, int _lod) { vec2 result; float numberOfMipMapLevels; _sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfMipMapLevels); return result; } vec4 bgfxShadow2DArray(BgfxSampler2DArrayShadow _sampler, vec4 _coord) { return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xyz, _coord.w); } vec2 bgfxTextureSize(BgfxSampler2DArrayShadow _sampler, int _lod) { vec2 result; float numberOfMipMapLevels; float numberOfElements; _sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfElements, numberOfMipMapLevels); return result; } 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; float numberOfMipMapLevels; _sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfMipMapLevels); return result; } vec2 bgfxTextureSize(BgfxISampler2D _sampler, int _lod) { vec2 result; float numberOfMipMapLevels; _sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfMipMapLevels); return result; } vec2 bgfxTextureSize(BgfxUSampler2D _sampler, int _lod) { vec2 result; float numberOfMipMapLevels; _sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfMipMapLevels); return result; } vec4 bgfxTextureGather0(BgfxSampler2D _sampler, vec2 _coord) { return _sampler.m_texture.GatherRed(_sampler.m_sampler, _coord); } vec4 bgfxTextureGather1(BgfxSampler2D _sampler, vec2 _coord) { return _sampler.m_texture.GatherGreen(_sampler.m_sampler, _coord); } vec4 bgfxTextureGather2(BgfxSampler2D _sampler, vec2 _coord) { return _sampler.m_texture.GatherBlue(_sampler.m_sampler, _coord); } vec4 bgfxTextureGather3(BgfxSampler2D _sampler, vec2 _coord) { return _sampler.m_texture.GatherAlpha(_sampler.m_sampler, _coord); } vec4 bgfxTextureGatherOffset0(BgfxSampler2D _sampler, vec2 _coord, ivec2 _offset) { return _sampler.m_texture.GatherRed(_sampler.m_sampler, _coord, _offset); } vec4 bgfxTextureGatherOffset1(BgfxSampler2D _sampler, vec2 _coord, ivec2 _offset) { return _sampler.m_texture.GatherGreen(_sampler.m_sampler, _coord, _offset); } vec4 bgfxTextureGatherOffset2(BgfxSampler2D _sampler, vec2 _coord, ivec2 _offset) { return _sampler.m_texture.GatherBlue(_sampler.m_sampler, _coord, _offset); } vec4 bgfxTextureGatherOffset3(BgfxSampler2D _sampler, vec2 _coord, ivec2 _offset) { return _sampler.m_texture.GatherAlpha(_sampler.m_sampler, _coord, _offset); } vec4 bgfxTextureGather0(BgfxSampler2DArray _sampler, vec3 _coord) { return _sampler.m_texture.GatherRed(_sampler.m_sampler, _coord); } vec4 bgfxTextureGather1(BgfxSampler2DArray _sampler, vec3 _coord) { return _sampler.m_texture.GatherGreen(_sampler.m_sampler, _coord); } vec4 bgfxTextureGather2(BgfxSampler2DArray _sampler, vec3 _coord) { return _sampler.m_texture.GatherBlue(_sampler.m_sampler, _coord); } vec4 bgfxTextureGather3(BgfxSampler2DArray _sampler, vec3 _coord) { return _sampler.m_texture.GatherAlpha(_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; float numberOfMipMapLevels; _sampler.m_texture.GetDimensions(_lod, result.x, result.y, result.z, numberOfMipMapLevels); 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 _name ## Texture : REGISTER(t, _reg); \ static BgfxISampler2D _name = { _name ## Texture } # define USAMPLER2D(_name, _reg) \ uniform Texture2D _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 _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 _name ## Texture : REGISTER(t, _reg); \ static BgfxISampler3D _name = { _name ## Texture } # define USAMPLER3D(_name, _reg) \ uniform Texture3D _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, _comp) bgfxTextureGather ## _comp(_sampler, _coord) # define textureGatherOffset(_sampler, _coord, _offset, _comp) bgfxTextureGatherOffset ## _comp(_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) # 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 > 300 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 # 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) # define textureCube(_sampler, _coord) texture(_sampler, _coord) # define texture2DLod(_sampler, _coord, _lod) textureLod(_sampler, _coord, _lod) # define texture2DLodOffset(_sampler, _coord, _lod, _offset) textureLodOffset(_sampler, _coord, _lod, _offset) # define texture2DBias(_sampler, _coord, _bias) texture(_sampler, _coord, _bias) # define textureCubeBias(_sampler, _coord, _bias) texture(_sampler, _coord, _bias) # else # define texture2DBias(_sampler, _coord, _bias) texture2D(_sampler, _coord, _bias) # define textureCubeBias(_sampler, _coord, _bias) textureCube(_sampler, _coord, _bias) # 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_invModelView; uniform mat4 u_modelViewProj; uniform vec4 u_alphaRef4; #define u_alphaRef u_alphaRef4.x #endif // __cplusplus #endif // BGFX_SHADER_H_HEADER_GUARD /* * Copyright 2011-2025 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE */ #ifndef __SHADERLIB_SH__ #define __SHADERLIB_SH__ vec4 encodeRE8(float _r) { float exponent = ceil(log2(_r) ); return vec4(_r / exp2(exponent) , 0.0 , 0.0 , (exponent + 128.0) / 255.0 ); } float decodeRE8(vec4 _re8) { float exponent = _re8.w * 255.0 - 128.0; return _re8.x * exp2(exponent); } vec4 encodeRGBE8(vec3 _rgb) { vec4 rgbe8; float maxComponent = max(max(_rgb.x, _rgb.y), _rgb.z); float exponent = ceil(log2(maxComponent) ); rgbe8.xyz = _rgb / exp2(exponent); rgbe8.w = (exponent + 128.0) / 255.0; return rgbe8; } vec3 decodeRGBE8(vec4 _rgbe8) { float exponent = _rgbe8.w * 255.0 - 128.0; vec3 rgb = _rgbe8.xyz * exp2(exponent); return rgb; } vec3 encodeNormalUint(vec3 _normal) { return _normal * 0.5 + 0.5; } vec3 decodeNormalUint(vec3 _encodedNormal) { return _encodedNormal * 2.0 - 1.0; } vec2 encodeNormalSphereMap(vec3 _normal) { return normalize(_normal.xy) * sqrt(_normal.z * 0.5 + 0.5); } vec3 decodeNormalSphereMap(vec2 _encodedNormal) { float zz = dot(_encodedNormal, _encodedNormal) * 2.0 - 1.0; return vec3(normalize(_encodedNormal.xy) * sqrt(1.0 - zz*zz), zz); } vec2 octahedronWrap(vec2 _val) { // Reference(s): // - Octahedron normal vector encoding // https://web.archive.org/web/20191027010600/https://knarkowicz.wordpress.com/2014/04/16/octahedron-normal-vector-encoding/comment-page-1/ return (1.0 - abs(_val.yx) ) * mix(vec2_splat(-1.0), vec2_splat(1.0), vec2(greaterThanEqual(_val.xy, vec2_splat(0.0) ) ) ); } vec2 encodeNormalOctahedron(vec3 _normal) { _normal /= abs(_normal.x) + abs(_normal.y) + abs(_normal.z); _normal.xy = _normal.z >= 0.0 ? _normal.xy : octahedronWrap(_normal.xy); _normal.xy = _normal.xy * 0.5 + 0.5; return _normal.xy; } vec3 decodeNormalOctahedron(vec2 _encodedNormal) { _encodedNormal = _encodedNormal * 2.0 - 1.0; vec3 normal; normal.z = 1.0 - abs(_encodedNormal.x) - abs(_encodedNormal.y); normal.xy = normal.z >= 0.0 ? _encodedNormal.xy : octahedronWrap(_encodedNormal.xy); return normalize(normal); } vec3 convertRGB2XYZ(vec3 _rgb) { // Reference(s): // - RGB/XYZ Matrices // https://web.archive.org/web/20191027010220/http://www.brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html vec3 xyz; xyz.x = dot(vec3(0.4124564, 0.3575761, 0.1804375), _rgb); xyz.y = dot(vec3(0.2126729, 0.7151522, 0.0721750), _rgb); xyz.z = dot(vec3(0.0193339, 0.1191920, 0.9503041), _rgb); return xyz; } vec3 convertXYZ2RGB(vec3 _xyz) { vec3 rgb; rgb.x = dot(vec3( 3.2404542, -1.5371385, -0.4985314), _xyz); rgb.y = dot(vec3(-0.9692660, 1.8760108, 0.0415560), _xyz); rgb.z = dot(vec3( 0.0556434, -0.2040259, 1.0572252), _xyz); return rgb; } vec3 convertXYZ2Yxy(vec3 _xyz) { // Reference(s): // - XYZ to xyY // https://web.archive.org/web/20191027010144/http://www.brucelindbloom.com/index.html?Eqn_XYZ_to_xyY.html float inv = 1.0/dot(_xyz, vec3(1.0, 1.0, 1.0) ); return vec3(_xyz.y, _xyz.x*inv, _xyz.y*inv); } vec3 convertYxy2XYZ(vec3 _Yxy) { // Reference(s): // - xyY to XYZ // https://web.archive.org/web/20191027010036/http://www.brucelindbloom.com/index.html?Eqn_xyY_to_XYZ.html vec3 xyz; xyz.x = _Yxy.x*_Yxy.y/_Yxy.z; xyz.y = _Yxy.x; xyz.z = _Yxy.x*(1.0 - _Yxy.y - _Yxy.z)/_Yxy.z; return xyz; } vec3 convertRGB2Yxy(vec3 _rgb) { return convertXYZ2Yxy(convertRGB2XYZ(_rgb) ); } vec3 convertYxy2RGB(vec3 _Yxy) { return convertXYZ2RGB(convertYxy2XYZ(_Yxy) ); } vec3 convertRGB2Yuv(vec3 _rgb) { vec3 yuv; yuv.x = dot(_rgb, vec3(0.299, 0.587, 0.114) ); yuv.y = (_rgb.x - yuv.x)*0.713 + 0.5; yuv.z = (_rgb.z - yuv.x)*0.564 + 0.5; return yuv; } vec3 convertYuv2RGB(vec3 _yuv) { vec3 rgb; rgb.x = _yuv.x + 1.403*(_yuv.y-0.5); rgb.y = _yuv.x - 0.344*(_yuv.y-0.5) - 0.714*(_yuv.z-0.5); rgb.z = _yuv.x + 1.773*(_yuv.z-0.5); return rgb; } vec3 convertRGB2YIQ(vec3 _rgb) { vec3 yiq; yiq.x = dot(vec3(0.299, 0.587, 0.114 ), _rgb); yiq.y = dot(vec3(0.595716, -0.274453, -0.321263), _rgb); yiq.z = dot(vec3(0.211456, -0.522591, 0.311135), _rgb); return yiq; } vec3 convertYIQ2RGB(vec3 _yiq) { vec3 rgb; rgb.x = dot(vec3(1.0, 0.9563, 0.6210), _yiq); rgb.y = dot(vec3(1.0, -0.2721, -0.6474), _yiq); rgb.z = dot(vec3(1.0, -1.1070, 1.7046), _yiq); return rgb; } vec3 toLinear(vec3 _rgb) { return pow(abs(_rgb), vec3_splat(2.2) ); } vec4 toLinear(vec4 _rgba) { return vec4(toLinear(_rgba.xyz), _rgba.w); } vec3 toLinearAccurate(vec3 _rgb) { vec3 lo = _rgb / 12.92; vec3 hi = pow( (_rgb + 0.055) / 1.055, vec3_splat(2.4) ); vec3 rgb = mix(hi, lo, vec3(lessThanEqual(_rgb, vec3_splat(0.04045) ) ) ); return rgb; } vec4 toLinearAccurate(vec4 _rgba) { return vec4(toLinearAccurate(_rgba.xyz), _rgba.w); } float toGamma(float _r) { return pow(abs(_r), 1.0/2.2); } vec3 toGamma(vec3 _rgb) { return pow(abs(_rgb), vec3_splat(1.0/2.2) ); } vec4 toGamma(vec4 _rgba) { return vec4(toGamma(_rgba.xyz), _rgba.w); } vec3 toGammaAccurate(vec3 _rgb) { vec3 lo = _rgb * 12.92; vec3 hi = pow(abs(_rgb), vec3_splat(1.0/2.4) ) * 1.055 - 0.055; vec3 rgb = mix(hi, lo, vec3(lessThanEqual(_rgb, vec3_splat(0.0031308) ) ) ); return rgb; } vec4 toGammaAccurate(vec4 _rgba) { return vec4(toGammaAccurate(_rgba.xyz), _rgba.w); } vec3 toReinhard(vec3 _rgb) { return toGamma(_rgb/(_rgb+vec3_splat(1.0) ) ); } vec4 toReinhard(vec4 _rgba) { return vec4(toReinhard(_rgba.xyz), _rgba.w); } vec3 toFilmic(vec3 _rgb) { _rgb = max(vec3_splat(0.0), _rgb - 0.004); _rgb = (_rgb*(6.2*_rgb + 0.5) ) / (_rgb*(6.2*_rgb + 1.7) + 0.06); return _rgb; } vec4 toFilmic(vec4 _rgba) { return vec4(toFilmic(_rgba.xyz), _rgba.w); } vec3 toAcesFilmic(vec3 _rgb) { // Reference(s): // - ACES Filmic Tone Mapping Curve // https://web.archive.org/web/20191027010704/https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ float aa = 2.51f; float bb = 0.03f; float cc = 2.43f; float dd = 0.59f; float ee = 0.14f; return saturate( (_rgb*(aa*_rgb + bb) )/(_rgb*(cc*_rgb + dd) + ee) ); } vec4 toAcesFilmic(vec4 _rgba) { return vec4(toAcesFilmic(_rgba.xyz), _rgba.w); } vec3 luma(vec3 _rgb) { float yy = dot(vec3(0.2126729, 0.7151522, 0.0721750), _rgb); return vec3_splat(yy); } vec4 luma(vec4 _rgba) { return vec4(luma(_rgba.xyz), _rgba.w); } vec3 conSatBri(vec3 _rgb, vec3 _csb) { vec3 rgb = _rgb * _csb.z; rgb = mix(luma(rgb), rgb, _csb.y); rgb = mix(vec3_splat(0.5), rgb, _csb.x); return rgb; } vec4 conSatBri(vec4 _rgba, vec3 _csb) { return vec4(conSatBri(_rgba.xyz, _csb), _rgba.w); } vec3 posterize(vec3 _rgb, float _numColors) { return floor(_rgb*_numColors) / _numColors; } vec4 posterize(vec4 _rgba, float _numColors) { return vec4(posterize(_rgba.xyz, _numColors), _rgba.w); } vec3 sepia(vec3 _rgb) { vec3 color; color.x = dot(_rgb, vec3(0.393, 0.769, 0.189) ); color.y = dot(_rgb, vec3(0.349, 0.686, 0.168) ); color.z = dot(_rgb, vec3(0.272, 0.534, 0.131) ); return color; } vec4 sepia(vec4 _rgba) { return vec4(sepia(_rgba.xyz), _rgba.w); } vec3 blendOverlay(vec3 _base, vec3 _blend) { vec3 lt = 2.0 * _base * _blend; vec3 gte = 1.0 - 2.0 * (1.0 - _base) * (1.0 - _blend); return mix(lt, gte, step(vec3_splat(0.5), _base) ); } vec4 blendOverlay(vec4 _base, vec4 _blend) { return vec4(blendOverlay(_base.xyz, _blend.xyz), _base.w); } vec3 adjustHue(vec3 _rgb, float _hue) { vec3 yiq = convertRGB2YIQ(_rgb); float angle = _hue + atan2(yiq.z, yiq.y); float len = length(yiq.yz); return convertYIQ2RGB(vec3(yiq.x, len*cos(angle), len*sin(angle) ) ); } vec4 packFloatToRgba(float _value) { const vec4 shift = vec4(256 * 256 * 256, 256 * 256, 256, 1.0); const vec4 mask = vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0); vec4 comp = fract(_value * shift); comp -= comp.xxyz * mask; return comp; } float unpackRgbaToFloat(vec4 _rgba) { const vec4 shift = vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0); return dot(_rgba, shift); } vec2 packHalfFloat(float _value) { const vec2 shift = vec2(256, 1.0); const vec2 mask = vec2(0, 1.0 / 256.0); vec2 comp = fract(_value * shift); comp -= comp.xx * mask; return comp; } float unpackHalfFloat(vec2 _rg) { const vec2 shift = vec2(1.0 / 256.0, 1.0); return dot(_rg, shift); } float random(vec2 _uv) { return fract(sin(dot(_uv.xy, vec2(12.9898, 78.233) ) ) * 43758.5453); } vec3 fixCubeLookup(vec3 _v, float _lod, float _topLevelCubeSize) { // Reference(s): // - Seamless cube-map filtering // https://web.archive.org/web/20190411181934/http://the-witness.net/news/2012/02/seamless-cube-map-filtering/ float ax = abs(_v.x); float ay = abs(_v.y); float az = abs(_v.z); float vmax = max(max(ax, ay), az); float scale = 1.0 - exp2(_lod) / _topLevelCubeSize; if (ax != vmax) { _v.x *= scale; } if (ay != vmax) { _v.y *= scale; } if (az != vmax) { _v.z *= scale; } return _v; } vec2 texture2DBc5(sampler2D _sampler, vec2 _uv) { #if BGFX_SHADER_LANGUAGE_HLSL && BGFX_SHADER_LANGUAGE_HLSL <= 300 return texture2D(_sampler, _uv).yx; #else return texture2D(_sampler, _uv).xy; #endif } mat3 cofactor(mat4 _m) { // Reference: // Cofactor of matrix. Use to transform normals. The code assumes the last column of _m is [0,0,0,1]. // https://www.shadertoy.com/view/3s33zj // https://github.com/graphitemaster/normals_revisited return mat3( _m[1][1]*_m[2][2]-_m[1][2]*_m[2][1], _m[1][2]*_m[2][0]-_m[1][0]*_m[2][2], _m[1][0]*_m[2][1]-_m[1][1]*_m[2][0], _m[0][2]*_m[2][1]-_m[0][1]*_m[2][2], _m[0][0]*_m[2][2]-_m[0][2]*_m[2][0], _m[0][1]*_m[2][0]-_m[0][0]*_m[2][1], _m[0][1]*_m[1][2]-_m[0][2]*_m[1][1], _m[0][2]*_m[1][0]-_m[0][0]*_m[1][2], _m[0][0]*_m[1][1]-_m[0][1]*_m[1][0] ); } float toClipSpaceDepth(float _depthTextureZ) { #if BGFX_SHADER_LANGUAGE_GLSL return _depthTextureZ * 2.0 - 1.0; #else return _depthTextureZ; #endif // BGFX_SHADER_LANGUAGE_GLSL } vec3 clipToWorld(mat4 _invViewProj, vec3 _clipPos) { vec4 wpos = mul(_invViewProj, vec4(_clipPos, 1.0) ); return wpos.xyz / wpos.w; } #endif // __SHADERLIB_SH__ """ } }