common.shader 40 KB

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  1. render_states = {
  2. default = {
  3. states = {
  4. rgb_write_enable = true
  5. alpha_write_enable = true
  6. depth_write_enable = true
  7. depth_enable = true
  8. blend_enable = false
  9. depth_func = "lequal"
  10. blend_src = "src_alpha"
  11. blend_dst = "inv_src_alpha"
  12. blend_equation = "add"
  13. cull_mode = "cw"
  14. primitive_type = "pt_triangles"
  15. stencil_enable = false
  16. stencil_func = "always"
  17. stencil_ref = "0x00"
  18. stencil_mask = "0xff"
  19. stencil_fail = "keep"
  20. stencil_depth_fail = "keep"
  21. stencil_depth_pass = "keep"
  22. stencil_func_back = "always"
  23. stencil_ref_back = "0x00"
  24. stencil_mask_back = "0xff"
  25. stencil_fail_back = "keep"
  26. stencil_depth_fail_back = "keep"
  27. stencil_depth_pass_back = "keep"
  28. }
  29. }
  30. opacity = {
  31. inherit = "default"
  32. states = {
  33. cull_mode = "none"
  34. depth_write_enable = false
  35. depth_enable = false
  36. blend_enable = true
  37. blend_src = "src_alpha"
  38. blend_dst = "inv_src_alpha"
  39. "defined(DEPTH_ENABLED)" = {
  40. depth_enable = true
  41. }
  42. }
  43. }
  44. }
  45. sampler_states = {
  46. clamp_point = {
  47. wrap_u = "clamp"
  48. wrap_v = "clamp"
  49. wrap_w = "clamp"
  50. filter_min = "point"
  51. filter_mag = "point"
  52. }
  53. clamp_anisotropic = {
  54. wrap_u = "clamp"
  55. wrap_v = "clamp"
  56. wrap_w = "clamp"
  57. filter_min = "anisotropic"
  58. filter_mag = "anisotropic"
  59. }
  60. mirror_point = {
  61. wrap_u = "mirror"
  62. wrap_v = "mirror"
  63. wrap_w = "mirror"
  64. filter_min = "point"
  65. filter_mag = "point"
  66. }
  67. mirror_anisotropic = {
  68. wrap_u = "mirror"
  69. wrap_v = "mirror"
  70. wrap_w = "mirror"
  71. filter_min = "anisotropic"
  72. filter_mag = "anisotropic"
  73. }
  74. }
  75. bgfx_shaders = {
  76. common = {
  77. code = """
  78. /*
  79. * Copyright 2011-2025 Branimir Karadzic. All rights reserved.
  80. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
  81. */
  82. #ifndef BGFX_SHADER_H_HEADER_GUARD
  83. #define BGFX_SHADER_H_HEADER_GUARD
  84. #if !defined(BGFX_CONFIG_MAX_BONES)
  85. # define BGFX_CONFIG_MAX_BONES 192
  86. #endif // !defined(BGFX_CONFIG_MAX_BONES)
  87. #ifndef __cplusplus
  88. #if BGFX_SHADER_LANGUAGE_HLSL > 300
  89. # define BRANCH [branch]
  90. # define LOOP [loop]
  91. # define UNROLL [unroll]
  92. #else
  93. # define BRANCH
  94. # define LOOP
  95. # define UNROLL
  96. #endif // BGFX_SHADER_LANGUAGE_HLSL > 300
  97. #if (BGFX_SHADER_LANGUAGE_HLSL > 300 || BGFX_SHADER_LANGUAGE_METAL || BGFX_SHADER_LANGUAGE_SPIRV) && BGFX_SHADER_TYPE_FRAGMENT
  98. # define EARLY_DEPTH_STENCIL [earlydepthstencil]
  99. #else
  100. # define EARLY_DEPTH_STENCIL
  101. #endif // BGFX_SHADER_LANGUAGE_HLSL > 300 && BGFX_SHADER_TYPE_FRAGMENT
  102. #if BGFX_SHADER_LANGUAGE_GLSL
  103. # define ARRAY_BEGIN(_type, _name, _count) _type _name[_count] = _type[](
  104. # define ARRAY_END() )
  105. #else
  106. # define ARRAY_BEGIN(_type, _name, _count) _type _name[_count] = {
  107. # define ARRAY_END() }
  108. #endif // BGFX_SHADER_LANGUAGE_GLSL
  109. #if BGFX_SHADER_LANGUAGE_HLSL \
  110. || BGFX_SHADER_LANGUAGE_PSSL \
  111. || BGFX_SHADER_LANGUAGE_SPIRV \
  112. || BGFX_SHADER_LANGUAGE_METAL
  113. # define CONST(_x) static const _x
  114. # define dFdx(_x) ddx(_x)
  115. # define dFdy(_y) ddy(-(_y))
  116. # define inversesqrt(_x) rsqrt(_x)
  117. # define fract(_x) frac(_x)
  118. # define bvec2 bool2
  119. # define bvec3 bool3
  120. # define bvec4 bool4
  121. // To be able to patch the uav registers on the DXBC SPDB Chunk (D3D11 renderer) the whitespaces around
  122. // '_type[_reg]' are necessary. This only affects shaders with debug info (i.e., those that have the SPDB Chunk).
  123. # if BGFX_SHADER_LANGUAGE_HLSL > 400 || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
  124. # define REGISTER(_type, _reg) register( _type[_reg] )
  125. # else
  126. # define REGISTER(_type, _reg) register(_type ## _reg)
  127. # endif // BGFX_SHADER_LANGUAGE_HLSL
  128. # if BGFX_SHADER_LANGUAGE_HLSL > 300 || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
  129. # if BGFX_SHADER_LANGUAGE_HLSL > 400 || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
  130. # define dFdxCoarse(_x) ddx_coarse(_x)
  131. # define dFdxFine(_x) ddx_fine(_x)
  132. # define dFdyCoarse(_y) ddy_coarse(-(_y))
  133. # define dFdyFine(_y) ddy_fine(-(_y))
  134. # endif // BGFX_SHADER_LANGUAGE_HLSL > 400
  135. # if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
  136. float intBitsToFloat(int _x) { return asfloat(_x); }
  137. vec2 intBitsToFloat(uint2 _x) { return asfloat(_x); }
  138. vec3 intBitsToFloat(uint3 _x) { return asfloat(_x); }
  139. vec4 intBitsToFloat(uint4 _x) { return asfloat(_x); }
  140. # endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
  141. float uintBitsToFloat(uint _x) { return asfloat(_x); }
  142. vec2 uintBitsToFloat(uint2 _x) { return asfloat(_x); }
  143. vec3 uintBitsToFloat(uint3 _x) { return asfloat(_x); }
  144. vec4 uintBitsToFloat(uint4 _x) { return asfloat(_x); }
  145. uint floatBitsToUint(float _x) { return asuint(_x); }
  146. uvec2 floatBitsToUint(vec2 _x) { return asuint(_x); }
  147. uvec3 floatBitsToUint(vec3 _x) { return asuint(_x); }
  148. uvec4 floatBitsToUint(vec4 _x) { return asuint(_x); }
  149. int floatBitsToInt(float _x) { return asint(_x); }
  150. ivec2 floatBitsToInt(vec2 _x) { return asint(_x); }
  151. ivec3 floatBitsToInt(vec3 _x) { return asint(_x); }
  152. ivec4 floatBitsToInt(vec4 _x) { return asint(_x); }
  153. uint bitfieldReverse(uint _x) { return reversebits(_x); }
  154. uint2 bitfieldReverse(uint2 _x) { return reversebits(_x); }
  155. uint3 bitfieldReverse(uint3 _x) { return reversebits(_x); }
  156. uint4 bitfieldReverse(uint4 _x) { return reversebits(_x); }
  157. # if !BGFX_SHADER_LANGUAGE_SPIRV
  158. uint packHalf2x16(vec2 _x)
  159. {
  160. return (f32tof16(_x.y)<<16) | f32tof16(_x.x);
  161. }
  162. vec2 unpackHalf2x16(uint _x)
  163. {
  164. return vec2(f16tof32(_x & 0xffff), f16tof32(_x >> 16) );
  165. }
  166. # endif // !BGFX_SHADER_LANGUAGE_SPIRV
  167. struct BgfxSampler2D
  168. {
  169. SamplerState m_sampler;
  170. Texture2D m_texture;
  171. };
  172. struct BgfxISampler2D
  173. {
  174. Texture2D<ivec4> m_texture;
  175. };
  176. struct BgfxUSampler2D
  177. {
  178. Texture2D<uvec4> m_texture;
  179. };
  180. struct BgfxSampler2DArray
  181. {
  182. SamplerState m_sampler;
  183. Texture2DArray m_texture;
  184. };
  185. struct BgfxSampler2DShadow
  186. {
  187. SamplerComparisonState m_sampler;
  188. Texture2D m_texture;
  189. };
  190. struct BgfxSampler2DArrayShadow
  191. {
  192. SamplerComparisonState m_sampler;
  193. Texture2DArray m_texture;
  194. };
  195. struct BgfxSampler3D
  196. {
  197. SamplerState m_sampler;
  198. Texture3D m_texture;
  199. };
  200. struct BgfxISampler3D
  201. {
  202. Texture3D<ivec4> m_texture;
  203. };
  204. struct BgfxUSampler3D
  205. {
  206. Texture3D<uvec4> m_texture;
  207. };
  208. struct BgfxSamplerCube
  209. {
  210. SamplerState m_sampler;
  211. TextureCube m_texture;
  212. };
  213. struct BgfxSamplerCubeShadow
  214. {
  215. SamplerComparisonState m_sampler;
  216. TextureCube m_texture;
  217. };
  218. struct BgfxSampler2DMS
  219. {
  220. Texture2DMS<vec4> m_texture;
  221. };
  222. vec4 bgfxTexture2D(BgfxSampler2D _sampler, vec2 _coord)
  223. {
  224. return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
  225. }
  226. vec4 bgfxTexture2DBias(BgfxSampler2D _sampler, vec2 _coord, float _bias)
  227. {
  228. return _sampler.m_texture.SampleBias(_sampler.m_sampler, _coord, _bias);
  229. }
  230. vec4 bgfxTexture2DLod(BgfxSampler2D _sampler, vec2 _coord, float _level)
  231. {
  232. return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
  233. }
  234. vec4 bgfxTexture2DLodOffset(BgfxSampler2D _sampler, vec2 _coord, float _level, ivec2 _offset)
  235. {
  236. return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level, _offset);
  237. }
  238. vec4 bgfxTexture2DProj(BgfxSampler2D _sampler, vec3 _coord)
  239. {
  240. vec2 coord = _coord.xy * rcp(_coord.z);
  241. return _sampler.m_texture.Sample(_sampler.m_sampler, coord);
  242. }
  243. vec4 bgfxTexture2DProj(BgfxSampler2D _sampler, vec4 _coord)
  244. {
  245. vec2 coord = _coord.xy * rcp(_coord.w);
  246. return _sampler.m_texture.Sample(_sampler.m_sampler, coord);
  247. }
  248. vec4 bgfxTexture2DGrad(BgfxSampler2D _sampler, vec2 _coord, vec2 _dPdx, vec2 _dPdy)
  249. {
  250. return _sampler.m_texture.SampleGrad(_sampler.m_sampler, _coord, _dPdx, _dPdy);
  251. }
  252. vec4 bgfxTexture2DArray(BgfxSampler2DArray _sampler, vec3 _coord)
  253. {
  254. return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
  255. }
  256. vec4 bgfxTexture2DArrayLod(BgfxSampler2DArray _sampler, vec3 _coord, float _lod)
  257. {
  258. return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _lod);
  259. }
  260. vec4 bgfxTexture2DArrayLodOffset(BgfxSampler2DArray _sampler, vec3 _coord, float _level, ivec2 _offset)
  261. {
  262. return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level, _offset);
  263. }
  264. float bgfxShadow2D(BgfxSampler2DShadow _sampler, vec3 _coord)
  265. {
  266. return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xy, _coord.z);
  267. }
  268. float bgfxShadow2DProj(BgfxSampler2DShadow _sampler, vec4 _coord)
  269. {
  270. vec3 coord = _coord.xyz * rcp(_coord.w);
  271. return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, coord.xy, coord.z);
  272. }
  273. vec2 bgfxTextureSize(BgfxSampler2DShadow _sampler, int _lod)
  274. {
  275. vec2 result;
  276. float numberOfMipMapLevels;
  277. _sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfMipMapLevels);
  278. return result;
  279. }
  280. vec4 bgfxShadow2DArray(BgfxSampler2DArrayShadow _sampler, vec4 _coord)
  281. {
  282. return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xyz, _coord.w);
  283. }
  284. vec2 bgfxTextureSize(BgfxSampler2DArrayShadow _sampler, int _lod)
  285. {
  286. vec2 result;
  287. float numberOfMipMapLevels;
  288. float numberOfElements;
  289. _sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfElements, numberOfMipMapLevels);
  290. return result;
  291. }
  292. vec4 bgfxTexture3D(BgfxSampler3D _sampler, vec3 _coord)
  293. {
  294. return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
  295. }
  296. vec4 bgfxTexture3DLod(BgfxSampler3D _sampler, vec3 _coord, float _level)
  297. {
  298. return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
  299. }
  300. ivec4 bgfxTexture3D(BgfxISampler3D _sampler, vec3 _coord)
  301. {
  302. uvec3 size;
  303. _sampler.m_texture.GetDimensions(size.x, size.y, size.z);
  304. return _sampler.m_texture.Load(ivec4(_coord * size, 0) );
  305. }
  306. uvec4 bgfxTexture3D(BgfxUSampler3D _sampler, vec3 _coord)
  307. {
  308. uvec3 size;
  309. _sampler.m_texture.GetDimensions(size.x, size.y, size.z);
  310. return _sampler.m_texture.Load(ivec4(_coord * size, 0) );
  311. }
  312. vec4 bgfxTextureCube(BgfxSamplerCube _sampler, vec3 _coord)
  313. {
  314. return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
  315. }
  316. vec4 bgfxTextureCubeBias(BgfxSamplerCube _sampler, vec3 _coord, float _bias)
  317. {
  318. return _sampler.m_texture.SampleBias(_sampler.m_sampler, _coord, _bias);
  319. }
  320. vec4 bgfxTextureCubeLod(BgfxSamplerCube _sampler, vec3 _coord, float _level)
  321. {
  322. return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
  323. }
  324. float bgfxShadowCube(BgfxSamplerCubeShadow _sampler, vec4 _coord)
  325. {
  326. return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xyz, _coord.w);
  327. }
  328. vec4 bgfxTexelFetch(BgfxSampler2D _sampler, ivec2 _coord, int _lod)
  329. {
  330. return _sampler.m_texture.Load(ivec3(_coord, _lod) );
  331. }
  332. vec4 bgfxTexelFetchOffset(BgfxSampler2D _sampler, ivec2 _coord, int _lod, ivec2 _offset)
  333. {
  334. return _sampler.m_texture.Load(ivec3(_coord, _lod), _offset );
  335. }
  336. vec2 bgfxTextureSize(BgfxSampler2D _sampler, int _lod)
  337. {
  338. vec2 result;
  339. float numberOfMipMapLevels;
  340. _sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfMipMapLevels);
  341. return result;
  342. }
  343. vec2 bgfxTextureSize(BgfxISampler2D _sampler, int _lod)
  344. {
  345. vec2 result;
  346. float numberOfMipMapLevels;
  347. _sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfMipMapLevels);
  348. return result;
  349. }
  350. vec2 bgfxTextureSize(BgfxUSampler2D _sampler, int _lod)
  351. {
  352. vec2 result;
  353. float numberOfMipMapLevels;
  354. _sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfMipMapLevels);
  355. return result;
  356. }
  357. vec4 bgfxTextureGather0(BgfxSampler2D _sampler, vec2 _coord)
  358. {
  359. return _sampler.m_texture.GatherRed(_sampler.m_sampler, _coord);
  360. }
  361. vec4 bgfxTextureGather1(BgfxSampler2D _sampler, vec2 _coord)
  362. {
  363. return _sampler.m_texture.GatherGreen(_sampler.m_sampler, _coord);
  364. }
  365. vec4 bgfxTextureGather2(BgfxSampler2D _sampler, vec2 _coord)
  366. {
  367. return _sampler.m_texture.GatherBlue(_sampler.m_sampler, _coord);
  368. }
  369. vec4 bgfxTextureGather3(BgfxSampler2D _sampler, vec2 _coord)
  370. {
  371. return _sampler.m_texture.GatherAlpha(_sampler.m_sampler, _coord);
  372. }
  373. vec4 bgfxTextureGatherOffset0(BgfxSampler2D _sampler, vec2 _coord, ivec2 _offset)
  374. {
  375. return _sampler.m_texture.GatherRed(_sampler.m_sampler, _coord, _offset);
  376. }
  377. vec4 bgfxTextureGatherOffset1(BgfxSampler2D _sampler, vec2 _coord, ivec2 _offset)
  378. {
  379. return _sampler.m_texture.GatherGreen(_sampler.m_sampler, _coord, _offset);
  380. }
  381. vec4 bgfxTextureGatherOffset2(BgfxSampler2D _sampler, vec2 _coord, ivec2 _offset)
  382. {
  383. return _sampler.m_texture.GatherBlue(_sampler.m_sampler, _coord, _offset);
  384. }
  385. vec4 bgfxTextureGatherOffset3(BgfxSampler2D _sampler, vec2 _coord, ivec2 _offset)
  386. {
  387. return _sampler.m_texture.GatherAlpha(_sampler.m_sampler, _coord, _offset);
  388. }
  389. vec4 bgfxTextureGather0(BgfxSampler2DArray _sampler, vec3 _coord)
  390. {
  391. return _sampler.m_texture.GatherRed(_sampler.m_sampler, _coord);
  392. }
  393. vec4 bgfxTextureGather1(BgfxSampler2DArray _sampler, vec3 _coord)
  394. {
  395. return _sampler.m_texture.GatherGreen(_sampler.m_sampler, _coord);
  396. }
  397. vec4 bgfxTextureGather2(BgfxSampler2DArray _sampler, vec3 _coord)
  398. {
  399. return _sampler.m_texture.GatherBlue(_sampler.m_sampler, _coord);
  400. }
  401. vec4 bgfxTextureGather3(BgfxSampler2DArray _sampler, vec3 _coord)
  402. {
  403. return _sampler.m_texture.GatherAlpha(_sampler.m_sampler, _coord);
  404. }
  405. ivec4 bgfxTexelFetch(BgfxISampler2D _sampler, ivec2 _coord, int _lod)
  406. {
  407. return _sampler.m_texture.Load(ivec3(_coord, _lod) );
  408. }
  409. uvec4 bgfxTexelFetch(BgfxUSampler2D _sampler, ivec2 _coord, int _lod)
  410. {
  411. return _sampler.m_texture.Load(ivec3(_coord, _lod) );
  412. }
  413. vec4 bgfxTexelFetch(BgfxSampler2DMS _sampler, ivec2 _coord, int _sampleIdx)
  414. {
  415. return _sampler.m_texture.Load(_coord, _sampleIdx);
  416. }
  417. vec4 bgfxTexelFetch(BgfxSampler2DArray _sampler, ivec3 _coord, int _lod)
  418. {
  419. return _sampler.m_texture.Load(ivec4(_coord, _lod) );
  420. }
  421. vec4 bgfxTexelFetch(BgfxSampler3D _sampler, ivec3 _coord, int _lod)
  422. {
  423. return _sampler.m_texture.Load(ivec4(_coord, _lod) );
  424. }
  425. vec3 bgfxTextureSize(BgfxSampler3D _sampler, int _lod)
  426. {
  427. vec3 result;
  428. float numberOfMipMapLevels;
  429. _sampler.m_texture.GetDimensions(_lod, result.x, result.y, result.z, numberOfMipMapLevels);
  430. return result;
  431. }
  432. # define SAMPLER2D(_name, _reg) \
  433. uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
  434. uniform Texture2D _name ## Texture : REGISTER(t, _reg); \
  435. static BgfxSampler2D _name = { _name ## Sampler, _name ## Texture }
  436. # define ISAMPLER2D(_name, _reg) \
  437. uniform Texture2D<ivec4> _name ## Texture : REGISTER(t, _reg); \
  438. static BgfxISampler2D _name = { _name ## Texture }
  439. # define USAMPLER2D(_name, _reg) \
  440. uniform Texture2D<uvec4> _name ## Texture : REGISTER(t, _reg); \
  441. static BgfxUSampler2D _name = { _name ## Texture }
  442. # define sampler2D BgfxSampler2D
  443. # define texture2D(_sampler, _coord) bgfxTexture2D(_sampler, _coord)
  444. # define texture2DBias(_sampler, _coord, _bias) bgfxTexture2DBias(_sampler, _coord, _bias)
  445. # define texture2DLod(_sampler, _coord, _level) bgfxTexture2DLod(_sampler, _coord, _level)
  446. # define texture2DLodOffset(_sampler, _coord, _level, _offset) bgfxTexture2DLodOffset(_sampler, _coord, _level, _offset)
  447. # define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord)
  448. # define texture2DGrad(_sampler, _coord, _dPdx, _dPdy) bgfxTexture2DGrad(_sampler, _coord, _dPdx, _dPdy)
  449. # define SAMPLER2DARRAY(_name, _reg) \
  450. uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
  451. uniform Texture2DArray _name ## Texture : REGISTER(t, _reg); \
  452. static BgfxSampler2DArray _name = { _name ## Sampler, _name ## Texture }
  453. # define sampler2DArray BgfxSampler2DArray
  454. # define texture2DArray(_sampler, _coord) bgfxTexture2DArray(_sampler, _coord)
  455. # define texture2DArrayLod(_sampler, _coord, _lod) bgfxTexture2DArrayLod(_sampler, _coord, _lod)
  456. # define texture2DArrayLodOffset(_sampler, _coord, _level, _offset) bgfxTexture2DArrayLodOffset(_sampler, _coord, _level, _offset)
  457. # define SAMPLER2DMS(_name, _reg) \
  458. uniform Texture2DMS<vec4> _name ## Texture : REGISTER(t, _reg); \
  459. static BgfxSampler2DMS _name = { _name ## Texture }
  460. # define sampler2DMS BgfxSampler2DMS
  461. # define SAMPLER2DSHADOW(_name, _reg) \
  462. uniform SamplerComparisonState _name ## SamplerComparison : REGISTER(s, _reg); \
  463. uniform Texture2D _name ## Texture : REGISTER(t, _reg); \
  464. static BgfxSampler2DShadow _name = { _name ## SamplerComparison, _name ## Texture }
  465. # define sampler2DShadow BgfxSampler2DShadow
  466. # define shadow2D(_sampler, _coord) bgfxShadow2D(_sampler, _coord)
  467. # define shadow2DProj(_sampler, _coord) bgfxShadow2DProj(_sampler, _coord)
  468. # define SAMPLER2DARRAYSHADOW(_name, _reg) \
  469. uniform SamplerComparisonState _name ## SamplerComparison : REGISTER(s, _reg); \
  470. uniform Texture2DArray _name ## Texture : REGISTER(t, _reg); \
  471. static BgfxSampler2DArrayShadow _name = { _name ## SamplerComparison, _name ## Texture }
  472. # define sampler2DArrayShadow BgfxSampler2DArrayShadow
  473. # define shadow2DArray(_sampler, _coord) bgfxShadow2DArray(_sampler, _coord)
  474. # define SAMPLER3D(_name, _reg) \
  475. uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
  476. uniform Texture3D _name ## Texture : REGISTER(t, _reg); \
  477. static BgfxSampler3D _name = { _name ## Sampler, _name ## Texture }
  478. # define ISAMPLER3D(_name, _reg) \
  479. uniform Texture3D<ivec4> _name ## Texture : REGISTER(t, _reg); \
  480. static BgfxISampler3D _name = { _name ## Texture }
  481. # define USAMPLER3D(_name, _reg) \
  482. uniform Texture3D<uvec4> _name ## Texture : REGISTER(t, _reg); \
  483. static BgfxUSampler3D _name = { _name ## Texture }
  484. # define sampler3D BgfxSampler3D
  485. # define texture3D(_sampler, _coord) bgfxTexture3D(_sampler, _coord)
  486. # define texture3DLod(_sampler, _coord, _level) bgfxTexture3DLod(_sampler, _coord, _level)
  487. # define SAMPLERCUBE(_name, _reg) \
  488. uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
  489. uniform TextureCube _name ## Texture : REGISTER(t, _reg); \
  490. static BgfxSamplerCube _name = { _name ## Sampler, _name ## Texture }
  491. # define samplerCube BgfxSamplerCube
  492. # define textureCube(_sampler, _coord) bgfxTextureCube(_sampler, _coord)
  493. # define textureCubeBias(_sampler, _coord, _bias) bgfxTextureCubeBias(_sampler, _coord, _bias)
  494. # define textureCubeLod(_sampler, _coord, _level) bgfxTextureCubeLod(_sampler, _coord, _level)
  495. # define SAMPLERCUBESHADOW(_name, _reg) \
  496. uniform SamplerComparisonState _name ## SamplerComparison : REGISTER(s, _reg); \
  497. uniform TextureCube _name ## Texture : REGISTER(t, _reg); \
  498. static BgfxSamplerCubeShadow _name = { _name ## SamplerComparison, _name ## Texture }
  499. # define samplerCubeShadow BgfxSamplerCubeShadow
  500. # define shadowCube(_sampler, _coord) bgfxShadowCube(_sampler, _coord)
  501. # define texelFetch(_sampler, _coord, _lod) bgfxTexelFetch(_sampler, _coord, _lod)
  502. # define texelFetchOffset(_sampler, _coord, _lod, _offset) bgfxTexelFetchOffset(_sampler, _coord, _lod, _offset)
  503. # define textureSize(_sampler, _lod) bgfxTextureSize(_sampler, _lod)
  504. # define textureGather(_sampler, _coord, _comp) bgfxTextureGather ## _comp(_sampler, _coord)
  505. # define textureGatherOffset(_sampler, _coord, _offset, _comp) bgfxTextureGatherOffset ## _comp(_sampler, _coord, _offset)
  506. # else
  507. # define sampler2DShadow sampler2D
  508. vec4 bgfxTexture2DProj(sampler2D _sampler, vec3 _coord)
  509. {
  510. return tex2Dproj(_sampler, vec4(_coord.xy, 0.0, _coord.z) );
  511. }
  512. vec4 bgfxTexture2DProj(sampler2D _sampler, vec4 _coord)
  513. {
  514. return tex2Dproj(_sampler, _coord);
  515. }
  516. float bgfxShadow2D(sampler2DShadow _sampler, vec3 _coord)
  517. {
  518. #if 0
  519. float occluder = tex2D(_sampler, _coord.xy).x;
  520. return step(_coord.z, occluder);
  521. #else
  522. return tex2Dproj(_sampler, vec4(_coord.xy, _coord.z, 1.0) ).x;
  523. #endif // 0
  524. }
  525. float bgfxShadow2DProj(sampler2DShadow _sampler, vec4 _coord)
  526. {
  527. #if 0
  528. vec3 coord = _coord.xyz * rcp(_coord.w);
  529. float occluder = tex2D(_sampler, coord.xy).x;
  530. return step(coord.z, occluder);
  531. #else
  532. return tex2Dproj(_sampler, _coord).x;
  533. #endif // 0
  534. }
  535. # define SAMPLER2D(_name, _reg) uniform sampler2D _name : REGISTER(s, _reg)
  536. # define SAMPLER2DMS(_name, _reg) uniform sampler2DMS _name : REGISTER(s, _reg)
  537. # define texture2D(_sampler, _coord) tex2D(_sampler, _coord)
  538. # define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord)
  539. # define SAMPLER2DARRAY(_name, _reg) SAMPLER2D(_name, _reg)
  540. # define texture2DArray(_sampler, _coord) texture2D(_sampler, (_coord).xy)
  541. # define texture2DArrayLod(_sampler, _coord, _lod) texture2DLod(_sampler, _coord, _lod)
  542. # define SAMPLER2DSHADOW(_name, _reg) uniform sampler2DShadow _name : REGISTER(s, _reg)
  543. # define shadow2D(_sampler, _coord) bgfxShadow2D(_sampler, _coord)
  544. # define shadow2DProj(_sampler, _coord) bgfxShadow2DProj(_sampler, _coord)
  545. # define SAMPLER3D(_name, _reg) uniform sampler3D _name : REGISTER(s, _reg)
  546. # define texture3D(_sampler, _coord) tex3D(_sampler, _coord)
  547. # define SAMPLERCUBE(_name, _reg) uniform samplerCUBE _name : REGISTER(s, _reg)
  548. # define textureCube(_sampler, _coord) texCUBE(_sampler, _coord)
  549. # define texture2DLod(_sampler, _coord, _level) tex2Dlod(_sampler, vec4( (_coord).xy, 0.0, _level) )
  550. # define texture2DGrad(_sampler, _coord, _dPdx, _dPdy) tex2Dgrad(_sampler, _coord, _dPdx, _dPdy)
  551. # define texture3DLod(_sampler, _coord, _level) tex3Dlod(_sampler, vec4( (_coord).xyz, _level) )
  552. # define textureCubeLod(_sampler, _coord, _level) texCUBElod(_sampler, vec4( (_coord).xyz, _level) )
  553. # endif // BGFX_SHADER_LANGUAGE_HLSL > 300
  554. vec3 instMul(vec3 _vec, mat3 _mtx) { return mul(_mtx, _vec); }
  555. vec3 instMul(mat3 _mtx, vec3 _vec) { return mul(_vec, _mtx); }
  556. vec4 instMul(vec4 _vec, mat4 _mtx) { return mul(_mtx, _vec); }
  557. vec4 instMul(mat4 _mtx, vec4 _vec) { return mul(_vec, _mtx); }
  558. bvec2 lessThan(vec2 _a, vec2 _b) { return _a < _b; }
  559. bvec3 lessThan(vec3 _a, vec3 _b) { return _a < _b; }
  560. bvec4 lessThan(vec4 _a, vec4 _b) { return _a < _b; }
  561. bvec2 lessThanEqual(vec2 _a, vec2 _b) { return _a <= _b; }
  562. bvec3 lessThanEqual(vec3 _a, vec3 _b) { return _a <= _b; }
  563. bvec4 lessThanEqual(vec4 _a, vec4 _b) { return _a <= _b; }
  564. bvec2 greaterThan(vec2 _a, vec2 _b) { return _a > _b; }
  565. bvec3 greaterThan(vec3 _a, vec3 _b) { return _a > _b; }
  566. bvec4 greaterThan(vec4 _a, vec4 _b) { return _a > _b; }
  567. bvec2 greaterThanEqual(vec2 _a, vec2 _b) { return _a >= _b; }
  568. bvec3 greaterThanEqual(vec3 _a, vec3 _b) { return _a >= _b; }
  569. bvec4 greaterThanEqual(vec4 _a, vec4 _b) { return _a >= _b; }
  570. bvec2 notEqual(vec2 _a, vec2 _b) { return _a != _b; }
  571. bvec3 notEqual(vec3 _a, vec3 _b) { return _a != _b; }
  572. bvec4 notEqual(vec4 _a, vec4 _b) { return _a != _b; }
  573. bvec2 equal(vec2 _a, vec2 _b) { return _a == _b; }
  574. bvec3 equal(vec3 _a, vec3 _b) { return _a == _b; }
  575. bvec4 equal(vec4 _a, vec4 _b) { return _a == _b; }
  576. float mix(float _a, float _b, float _t) { return lerp(_a, _b, _t); }
  577. vec2 mix(vec2 _a, vec2 _b, vec2 _t) { return lerp(_a, _b, _t); }
  578. vec3 mix(vec3 _a, vec3 _b, vec3 _t) { return lerp(_a, _b, _t); }
  579. vec4 mix(vec4 _a, vec4 _b, vec4 _t) { return lerp(_a, _b, _t); }
  580. float mod(float _a, float _b) { return _a - _b * floor(_a / _b); }
  581. vec2 mod(vec2 _a, vec2 _b) { return _a - _b * floor(_a / _b); }
  582. vec3 mod(vec3 _a, vec3 _b) { return _a - _b * floor(_a / _b); }
  583. vec4 mod(vec4 _a, vec4 _b) { return _a - _b * floor(_a / _b); }
  584. #else
  585. # define CONST(_x) const _x
  586. # define atan2(_x, _y) atan(_x, _y)
  587. # define mul(_a, _b) ( (_a) * (_b) )
  588. # define saturate(_x) clamp(_x, 0.0, 1.0)
  589. # define SAMPLER2D(_name, _reg) uniform sampler2D _name
  590. # define SAMPLER2DMS(_name, _reg) uniform sampler2DMS _name
  591. # define SAMPLER3D(_name, _reg) uniform sampler3D _name
  592. # define SAMPLERCUBE(_name, _reg) uniform samplerCube _name
  593. # define SAMPLER2DSHADOW(_name, _reg) uniform sampler2DShadow _name
  594. # define SAMPLER2DARRAY(_name, _reg) uniform sampler2DArray _name
  595. # define SAMPLER2DMSARRAY(_name, _reg) uniform sampler2DMSArray _name
  596. # define SAMPLERCUBEARRAY(_name, _reg) uniform samplerCubeArray _name
  597. # define SAMPLER2DARRAYSHADOW(_name, _reg) uniform sampler2DArrayShadow _name
  598. # define ISAMPLER2D(_name, _reg) uniform isampler2D _name
  599. # define USAMPLER2D(_name, _reg) uniform usampler2D _name
  600. # define ISAMPLER3D(_name, _reg) uniform isampler3D _name
  601. # define USAMPLER3D(_name, _reg) uniform usampler3D _name
  602. # if BGFX_SHADER_LANGUAGE_GLSL >= 130
  603. # define texture2D(_sampler, _coord) texture(_sampler, _coord)
  604. # define texture2DArray(_sampler, _coord) texture(_sampler, _coord)
  605. # define texture3D(_sampler, _coord) texture(_sampler, _coord)
  606. # define textureCube(_sampler, _coord) texture(_sampler, _coord)
  607. # define texture2DLod(_sampler, _coord, _lod) textureLod(_sampler, _coord, _lod)
  608. # define texture2DLodOffset(_sampler, _coord, _lod, _offset) textureLodOffset(_sampler, _coord, _lod, _offset)
  609. # define texture2DBias(_sampler, _coord, _bias) texture(_sampler, _coord, _bias)
  610. # define textureCubeBias(_sampler, _coord, _bias) texture(_sampler, _coord, _bias)
  611. # else
  612. # define texture2DBias(_sampler, _coord, _bias) texture2D(_sampler, _coord, _bias)
  613. # define textureCubeBias(_sampler, _coord, _bias) textureCube(_sampler, _coord, _bias)
  614. # endif // BGFX_SHADER_LANGUAGE_GLSL >= 130
  615. vec3 instMul(vec3 _vec, mat3 _mtx) { return mul(_vec, _mtx); }
  616. vec3 instMul(mat3 _mtx, vec3 _vec) { return mul(_mtx, _vec); }
  617. vec4 instMul(vec4 _vec, mat4 _mtx) { return mul(_vec, _mtx); }
  618. vec4 instMul(mat4 _mtx, vec4 _vec) { return mul(_mtx, _vec); }
  619. float rcp(float _a) { return 1.0/_a; }
  620. vec2 rcp(vec2 _a) { return vec2(1.0)/_a; }
  621. vec3 rcp(vec3 _a) { return vec3(1.0)/_a; }
  622. vec4 rcp(vec4 _a) { return vec4(1.0)/_a; }
  623. #endif // BGFX_SHADER_LANGUAGE_*
  624. vec2 vec2_splat(float _x) { return vec2(_x, _x); }
  625. vec3 vec3_splat(float _x) { return vec3(_x, _x, _x); }
  626. vec4 vec4_splat(float _x) { return vec4(_x, _x, _x, _x); }
  627. #if BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
  628. uvec2 uvec2_splat(uint _x) { return uvec2(_x, _x); }
  629. uvec3 uvec3_splat(uint _x) { return uvec3(_x, _x, _x); }
  630. uvec4 uvec4_splat(uint _x) { return uvec4(_x, _x, _x, _x); }
  631. #endif // BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
  632. mat4 mtxFromRows(vec4 _0, vec4 _1, vec4 _2, vec4 _3)
  633. {
  634. #if BGFX_SHADER_LANGUAGE_GLSL
  635. return transpose(mat4(_0, _1, _2, _3) );
  636. #else
  637. return mat4(_0, _1, _2, _3);
  638. #endif // BGFX_SHADER_LANGUAGE_GLSL
  639. }
  640. mat4 mtxFromCols(vec4 _0, vec4 _1, vec4 _2, vec4 _3)
  641. {
  642. #if BGFX_SHADER_LANGUAGE_GLSL
  643. return mat4(_0, _1, _2, _3);
  644. #else
  645. return transpose(mat4(_0, _1, _2, _3) );
  646. #endif // BGFX_SHADER_LANGUAGE_GLSL
  647. }
  648. mat3 mtxFromRows(vec3 _0, vec3 _1, vec3 _2)
  649. {
  650. #if BGFX_SHADER_LANGUAGE_GLSL
  651. return transpose(mat3(_0, _1, _2) );
  652. #else
  653. return mat3(_0, _1, _2);
  654. #endif // BGFX_SHADER_LANGUAGE_GLSL
  655. }
  656. mat3 mtxFromCols(vec3 _0, vec3 _1, vec3 _2)
  657. {
  658. #if BGFX_SHADER_LANGUAGE_GLSL
  659. return mat3(_0, _1, _2);
  660. #else
  661. return transpose(mat3(_0, _1, _2) );
  662. #endif // BGFX_SHADER_LANGUAGE_GLSL
  663. }
  664. #if BGFX_SHADER_LANGUAGE_GLSL
  665. #define mtxFromRows3(_0, _1, _2) transpose(mat3(_0, _1, _2) )
  666. #define mtxFromRows4(_0, _1, _2, _3) transpose(mat4(_0, _1, _2, _3) )
  667. #define mtxFromCols3(_0, _1, _2) mat3(_0, _1, _2)
  668. #define mtxFromCols4(_0, _1, _2, _3) mat4(_0, _1, _2, _3)
  669. #else
  670. #define mtxFromRows3(_0, _1, _2) mat3(_0, _1, _2)
  671. #define mtxFromRows4(_0, _1, _2, _3) mat4(_0, _1, _2, _3)
  672. #define mtxFromCols3(_0, _1, _2) transpose(mat3(_0, _1, _2) )
  673. #define mtxFromCols4(_0, _1, _2, _3) transpose(mat4(_0, _1, _2, _3) )
  674. #endif // BGFX_SHADER_LANGUAGE_GLSL
  675. uniform vec4 u_viewRect;
  676. uniform vec4 u_viewTexel;
  677. uniform mat4 u_view;
  678. uniform mat4 u_invView;
  679. uniform mat4 u_proj;
  680. uniform mat4 u_invProj;
  681. uniform mat4 u_viewProj;
  682. uniform mat4 u_invViewProj;
  683. uniform mat4 u_model[BGFX_CONFIG_MAX_BONES];
  684. uniform mat4 u_modelView;
  685. uniform mat4 u_invModelView;
  686. uniform mat4 u_modelViewProj;
  687. uniform vec4 u_alphaRef4;
  688. #define u_alphaRef u_alphaRef4.x
  689. #endif // __cplusplus
  690. #endif // BGFX_SHADER_H_HEADER_GUARD
  691. /*
  692. * Copyright 2011-2025 Branimir Karadzic. All rights reserved.
  693. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
  694. */
  695. #ifndef __SHADERLIB_SH__
  696. #define __SHADERLIB_SH__
  697. vec4 encodeRE8(float _r)
  698. {
  699. float exponent = ceil(log2(_r) );
  700. return vec4(_r / exp2(exponent)
  701. , 0.0
  702. , 0.0
  703. , (exponent + 128.0) / 255.0
  704. );
  705. }
  706. float decodeRE8(vec4 _re8)
  707. {
  708. float exponent = _re8.w * 255.0 - 128.0;
  709. return _re8.x * exp2(exponent);
  710. }
  711. vec4 encodeRGBE8(vec3 _rgb)
  712. {
  713. vec4 rgbe8;
  714. float maxComponent = max(max(_rgb.x, _rgb.y), _rgb.z);
  715. float exponent = ceil(log2(maxComponent) );
  716. rgbe8.xyz = _rgb / exp2(exponent);
  717. rgbe8.w = (exponent + 128.0) / 255.0;
  718. return rgbe8;
  719. }
  720. vec3 decodeRGBE8(vec4 _rgbe8)
  721. {
  722. float exponent = _rgbe8.w * 255.0 - 128.0;
  723. vec3 rgb = _rgbe8.xyz * exp2(exponent);
  724. return rgb;
  725. }
  726. vec3 encodeNormalUint(vec3 _normal)
  727. {
  728. return _normal * 0.5 + 0.5;
  729. }
  730. vec3 decodeNormalUint(vec3 _encodedNormal)
  731. {
  732. return _encodedNormal * 2.0 - 1.0;
  733. }
  734. vec2 encodeNormalSphereMap(vec3 _normal)
  735. {
  736. return normalize(_normal.xy) * sqrt(_normal.z * 0.5 + 0.5);
  737. }
  738. vec3 decodeNormalSphereMap(vec2 _encodedNormal)
  739. {
  740. float zz = dot(_encodedNormal, _encodedNormal) * 2.0 - 1.0;
  741. return vec3(normalize(_encodedNormal.xy) * sqrt(1.0 - zz*zz), zz);
  742. }
  743. vec2 octahedronWrap(vec2 _val)
  744. {
  745. // Reference(s):
  746. // - Octahedron normal vector encoding
  747. // https://web.archive.org/web/20191027010600/https://knarkowicz.wordpress.com/2014/04/16/octahedron-normal-vector-encoding/comment-page-1/
  748. return (1.0 - abs(_val.yx) )
  749. * mix(vec2_splat(-1.0), vec2_splat(1.0), vec2(greaterThanEqual(_val.xy, vec2_splat(0.0) ) ) );
  750. }
  751. vec2 encodeNormalOctahedron(vec3 _normal)
  752. {
  753. _normal /= abs(_normal.x) + abs(_normal.y) + abs(_normal.z);
  754. _normal.xy = _normal.z >= 0.0 ? _normal.xy : octahedronWrap(_normal.xy);
  755. _normal.xy = _normal.xy * 0.5 + 0.5;
  756. return _normal.xy;
  757. }
  758. vec3 decodeNormalOctahedron(vec2 _encodedNormal)
  759. {
  760. _encodedNormal = _encodedNormal * 2.0 - 1.0;
  761. vec3 normal;
  762. normal.z = 1.0 - abs(_encodedNormal.x) - abs(_encodedNormal.y);
  763. normal.xy = normal.z >= 0.0 ? _encodedNormal.xy : octahedronWrap(_encodedNormal.xy);
  764. return normalize(normal);
  765. }
  766. vec3 convertRGB2XYZ(vec3 _rgb)
  767. {
  768. // Reference(s):
  769. // - RGB/XYZ Matrices
  770. // https://web.archive.org/web/20191027010220/http://www.brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html
  771. vec3 xyz;
  772. xyz.x = dot(vec3(0.4124564, 0.3575761, 0.1804375), _rgb);
  773. xyz.y = dot(vec3(0.2126729, 0.7151522, 0.0721750), _rgb);
  774. xyz.z = dot(vec3(0.0193339, 0.1191920, 0.9503041), _rgb);
  775. return xyz;
  776. }
  777. vec3 convertXYZ2RGB(vec3 _xyz)
  778. {
  779. vec3 rgb;
  780. rgb.x = dot(vec3( 3.2404542, -1.5371385, -0.4985314), _xyz);
  781. rgb.y = dot(vec3(-0.9692660, 1.8760108, 0.0415560), _xyz);
  782. rgb.z = dot(vec3( 0.0556434, -0.2040259, 1.0572252), _xyz);
  783. return rgb;
  784. }
  785. vec3 convertXYZ2Yxy(vec3 _xyz)
  786. {
  787. // Reference(s):
  788. // - XYZ to xyY
  789. // https://web.archive.org/web/20191027010144/http://www.brucelindbloom.com/index.html?Eqn_XYZ_to_xyY.html
  790. float inv = 1.0/dot(_xyz, vec3(1.0, 1.0, 1.0) );
  791. return vec3(_xyz.y, _xyz.x*inv, _xyz.y*inv);
  792. }
  793. vec3 convertYxy2XYZ(vec3 _Yxy)
  794. {
  795. // Reference(s):
  796. // - xyY to XYZ
  797. // https://web.archive.org/web/20191027010036/http://www.brucelindbloom.com/index.html?Eqn_xyY_to_XYZ.html
  798. vec3 xyz;
  799. xyz.x = _Yxy.x*_Yxy.y/_Yxy.z;
  800. xyz.y = _Yxy.x;
  801. xyz.z = _Yxy.x*(1.0 - _Yxy.y - _Yxy.z)/_Yxy.z;
  802. return xyz;
  803. }
  804. vec3 convertRGB2Yxy(vec3 _rgb)
  805. {
  806. return convertXYZ2Yxy(convertRGB2XYZ(_rgb) );
  807. }
  808. vec3 convertYxy2RGB(vec3 _Yxy)
  809. {
  810. return convertXYZ2RGB(convertYxy2XYZ(_Yxy) );
  811. }
  812. vec3 convertRGB2Yuv(vec3 _rgb)
  813. {
  814. vec3 yuv;
  815. yuv.x = dot(_rgb, vec3(0.299, 0.587, 0.114) );
  816. yuv.y = (_rgb.x - yuv.x)*0.713 + 0.5;
  817. yuv.z = (_rgb.z - yuv.x)*0.564 + 0.5;
  818. return yuv;
  819. }
  820. vec3 convertYuv2RGB(vec3 _yuv)
  821. {
  822. vec3 rgb;
  823. rgb.x = _yuv.x + 1.403*(_yuv.y-0.5);
  824. rgb.y = _yuv.x - 0.344*(_yuv.y-0.5) - 0.714*(_yuv.z-0.5);
  825. rgb.z = _yuv.x + 1.773*(_yuv.z-0.5);
  826. return rgb;
  827. }
  828. vec3 convertRGB2YIQ(vec3 _rgb)
  829. {
  830. vec3 yiq;
  831. yiq.x = dot(vec3(0.299, 0.587, 0.114 ), _rgb);
  832. yiq.y = dot(vec3(0.595716, -0.274453, -0.321263), _rgb);
  833. yiq.z = dot(vec3(0.211456, -0.522591, 0.311135), _rgb);
  834. return yiq;
  835. }
  836. vec3 convertYIQ2RGB(vec3 _yiq)
  837. {
  838. vec3 rgb;
  839. rgb.x = dot(vec3(1.0, 0.9563, 0.6210), _yiq);
  840. rgb.y = dot(vec3(1.0, -0.2721, -0.6474), _yiq);
  841. rgb.z = dot(vec3(1.0, -1.1070, 1.7046), _yiq);
  842. return rgb;
  843. }
  844. vec3 toLinear(vec3 _rgb)
  845. {
  846. return pow(abs(_rgb), vec3_splat(2.2) );
  847. }
  848. vec4 toLinear(vec4 _rgba)
  849. {
  850. return vec4(toLinear(_rgba.xyz), _rgba.w);
  851. }
  852. vec3 toLinearAccurate(vec3 _rgb)
  853. {
  854. vec3 lo = _rgb / 12.92;
  855. vec3 hi = pow( (_rgb + 0.055) / 1.055, vec3_splat(2.4) );
  856. vec3 rgb = mix(hi, lo, vec3(lessThanEqual(_rgb, vec3_splat(0.04045) ) ) );
  857. return rgb;
  858. }
  859. vec4 toLinearAccurate(vec4 _rgba)
  860. {
  861. return vec4(toLinearAccurate(_rgba.xyz), _rgba.w);
  862. }
  863. float toGamma(float _r)
  864. {
  865. return pow(abs(_r), 1.0/2.2);
  866. }
  867. vec3 toGamma(vec3 _rgb)
  868. {
  869. return pow(abs(_rgb), vec3_splat(1.0/2.2) );
  870. }
  871. vec4 toGamma(vec4 _rgba)
  872. {
  873. return vec4(toGamma(_rgba.xyz), _rgba.w);
  874. }
  875. vec3 toGammaAccurate(vec3 _rgb)
  876. {
  877. vec3 lo = _rgb * 12.92;
  878. vec3 hi = pow(abs(_rgb), vec3_splat(1.0/2.4) ) * 1.055 - 0.055;
  879. vec3 rgb = mix(hi, lo, vec3(lessThanEqual(_rgb, vec3_splat(0.0031308) ) ) );
  880. return rgb;
  881. }
  882. vec4 toGammaAccurate(vec4 _rgba)
  883. {
  884. return vec4(toGammaAccurate(_rgba.xyz), _rgba.w);
  885. }
  886. vec3 toReinhard(vec3 _rgb)
  887. {
  888. return toGamma(_rgb/(_rgb+vec3_splat(1.0) ) );
  889. }
  890. vec4 toReinhard(vec4 _rgba)
  891. {
  892. return vec4(toReinhard(_rgba.xyz), _rgba.w);
  893. }
  894. vec3 toFilmic(vec3 _rgb)
  895. {
  896. _rgb = max(vec3_splat(0.0), _rgb - 0.004);
  897. _rgb = (_rgb*(6.2*_rgb + 0.5) ) / (_rgb*(6.2*_rgb + 1.7) + 0.06);
  898. return _rgb;
  899. }
  900. vec4 toFilmic(vec4 _rgba)
  901. {
  902. return vec4(toFilmic(_rgba.xyz), _rgba.w);
  903. }
  904. vec3 toAcesFilmic(vec3 _rgb)
  905. {
  906. // Reference(s):
  907. // - ACES Filmic Tone Mapping Curve
  908. // https://web.archive.org/web/20191027010704/https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
  909. float aa = 2.51f;
  910. float bb = 0.03f;
  911. float cc = 2.43f;
  912. float dd = 0.59f;
  913. float ee = 0.14f;
  914. return saturate( (_rgb*(aa*_rgb + bb) )/(_rgb*(cc*_rgb + dd) + ee) );
  915. }
  916. vec4 toAcesFilmic(vec4 _rgba)
  917. {
  918. return vec4(toAcesFilmic(_rgba.xyz), _rgba.w);
  919. }
  920. vec3 luma(vec3 _rgb)
  921. {
  922. float yy = dot(vec3(0.2126729, 0.7151522, 0.0721750), _rgb);
  923. return vec3_splat(yy);
  924. }
  925. vec4 luma(vec4 _rgba)
  926. {
  927. return vec4(luma(_rgba.xyz), _rgba.w);
  928. }
  929. vec3 conSatBri(vec3 _rgb, vec3 _csb)
  930. {
  931. vec3 rgb = _rgb * _csb.z;
  932. rgb = mix(luma(rgb), rgb, _csb.y);
  933. rgb = mix(vec3_splat(0.5), rgb, _csb.x);
  934. return rgb;
  935. }
  936. vec4 conSatBri(vec4 _rgba, vec3 _csb)
  937. {
  938. return vec4(conSatBri(_rgba.xyz, _csb), _rgba.w);
  939. }
  940. vec3 posterize(vec3 _rgb, float _numColors)
  941. {
  942. return floor(_rgb*_numColors) / _numColors;
  943. }
  944. vec4 posterize(vec4 _rgba, float _numColors)
  945. {
  946. return vec4(posterize(_rgba.xyz, _numColors), _rgba.w);
  947. }
  948. vec3 sepia(vec3 _rgb)
  949. {
  950. vec3 color;
  951. color.x = dot(_rgb, vec3(0.393, 0.769, 0.189) );
  952. color.y = dot(_rgb, vec3(0.349, 0.686, 0.168) );
  953. color.z = dot(_rgb, vec3(0.272, 0.534, 0.131) );
  954. return color;
  955. }
  956. vec4 sepia(vec4 _rgba)
  957. {
  958. return vec4(sepia(_rgba.xyz), _rgba.w);
  959. }
  960. vec3 blendOverlay(vec3 _base, vec3 _blend)
  961. {
  962. vec3 lt = 2.0 * _base * _blend;
  963. vec3 gte = 1.0 - 2.0 * (1.0 - _base) * (1.0 - _blend);
  964. return mix(lt, gte, step(vec3_splat(0.5), _base) );
  965. }
  966. vec4 blendOverlay(vec4 _base, vec4 _blend)
  967. {
  968. return vec4(blendOverlay(_base.xyz, _blend.xyz), _base.w);
  969. }
  970. vec3 adjustHue(vec3 _rgb, float _hue)
  971. {
  972. vec3 yiq = convertRGB2YIQ(_rgb);
  973. float angle = _hue + atan2(yiq.z, yiq.y);
  974. float len = length(yiq.yz);
  975. return convertYIQ2RGB(vec3(yiq.x, len*cos(angle), len*sin(angle) ) );
  976. }
  977. vec4 packFloatToRgba(float _value)
  978. {
  979. const vec4 shift = vec4(256 * 256 * 256, 256 * 256, 256, 1.0);
  980. const vec4 mask = vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
  981. vec4 comp = fract(_value * shift);
  982. comp -= comp.xxyz * mask;
  983. return comp;
  984. }
  985. float unpackRgbaToFloat(vec4 _rgba)
  986. {
  987. const vec4 shift = vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0);
  988. return dot(_rgba, shift);
  989. }
  990. vec2 packHalfFloat(float _value)
  991. {
  992. const vec2 shift = vec2(256, 1.0);
  993. const vec2 mask = vec2(0, 1.0 / 256.0);
  994. vec2 comp = fract(_value * shift);
  995. comp -= comp.xx * mask;
  996. return comp;
  997. }
  998. float unpackHalfFloat(vec2 _rg)
  999. {
  1000. const vec2 shift = vec2(1.0 / 256.0, 1.0);
  1001. return dot(_rg, shift);
  1002. }
  1003. float random(vec2 _uv)
  1004. {
  1005. return fract(sin(dot(_uv.xy, vec2(12.9898, 78.233) ) ) * 43758.5453);
  1006. }
  1007. vec3 fixCubeLookup(vec3 _v, float _lod, float _topLevelCubeSize)
  1008. {
  1009. // Reference(s):
  1010. // - Seamless cube-map filtering
  1011. // https://web.archive.org/web/20190411181934/http://the-witness.net/news/2012/02/seamless-cube-map-filtering/
  1012. float ax = abs(_v.x);
  1013. float ay = abs(_v.y);
  1014. float az = abs(_v.z);
  1015. float vmax = max(max(ax, ay), az);
  1016. float scale = 1.0 - exp2(_lod) / _topLevelCubeSize;
  1017. if (ax != vmax) { _v.x *= scale; }
  1018. if (ay != vmax) { _v.y *= scale; }
  1019. if (az != vmax) { _v.z *= scale; }
  1020. return _v;
  1021. }
  1022. vec2 texture2DBc5(sampler2D _sampler, vec2 _uv)
  1023. {
  1024. #if BGFX_SHADER_LANGUAGE_HLSL && BGFX_SHADER_LANGUAGE_HLSL <= 300
  1025. return texture2D(_sampler, _uv).yx;
  1026. #else
  1027. return texture2D(_sampler, _uv).xy;
  1028. #endif
  1029. }
  1030. mat3 cofactor(mat4 _m)
  1031. {
  1032. // Reference:
  1033. // Cofactor of matrix. Use to transform normals. The code assumes the last column of _m is [0,0,0,1].
  1034. // https://www.shadertoy.com/view/3s33zj
  1035. // https://github.com/graphitemaster/normals_revisited
  1036. return mat3(
  1037. _m[1][1]*_m[2][2]-_m[1][2]*_m[2][1],
  1038. _m[1][2]*_m[2][0]-_m[1][0]*_m[2][2],
  1039. _m[1][0]*_m[2][1]-_m[1][1]*_m[2][0],
  1040. _m[0][2]*_m[2][1]-_m[0][1]*_m[2][2],
  1041. _m[0][0]*_m[2][2]-_m[0][2]*_m[2][0],
  1042. _m[0][1]*_m[2][0]-_m[0][0]*_m[2][1],
  1043. _m[0][1]*_m[1][2]-_m[0][2]*_m[1][1],
  1044. _m[0][2]*_m[1][0]-_m[0][0]*_m[1][2],
  1045. _m[0][0]*_m[1][1]-_m[0][1]*_m[1][0]
  1046. );
  1047. }
  1048. float toClipSpaceDepth(float _depthTextureZ)
  1049. {
  1050. #if BGFX_SHADER_LANGUAGE_GLSL
  1051. return _depthTextureZ * 2.0 - 1.0;
  1052. #else
  1053. return _depthTextureZ;
  1054. #endif // BGFX_SHADER_LANGUAGE_GLSL
  1055. }
  1056. vec3 clipToWorld(mat4 _invViewProj, vec3 _clipPos)
  1057. {
  1058. vec4 wpos = mul(_invViewProj, vec4(_clipPos, 1.0) );
  1059. return wpos.xyz / wpos.w;
  1060. }
  1061. #endif // __SHADERLIB_SH__
  1062. """
  1063. }
  1064. }