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- 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"
- }
- }
- 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 2011-2023 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<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);
- }
- 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<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, _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_modelViewProj;
- uniform vec4 u_alphaRef4;
- #define u_alphaRef u_alphaRef4.x
- #endif // __cplusplus
- #endif // BGFX_SHADER_H_HEADER_GUARD
- /*
- * Copyright 2011-2023 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__
- """
- }
- }
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