bgfx/src/bgfx_shader.sh

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/*
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* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#ifndef __BGFX_SHADER_H__
#define __BGFX_SHADER_H__
#ifndef __cplusplus
#if BGFX_SHADER_LANGUAGE_HLSL
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# define dFdx(_x) ddx(_x)
# define dFdy(_y) ddy(-_y)
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# if BGFX_SHADER_LANGUAGE_HLSL > 3
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struct BgfxSampler2D
{
SamplerState m_sampler;
Texture2D m_texture;
};
vec4 bgfxTexture2D(BgfxSampler2D _sampler, vec2 _coord)
{
return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
}
struct BgfxSampler3D
{
SamplerState m_sampler;
Texture3D m_texture;
};
vec4 bgfxTexture3D(BgfxSampler3D _sampler, vec3 _coord)
{
return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
}
struct BgfxSamplerCube
{
SamplerState m_sampler;
TextureCube m_texture;
};
vec4 bgfxTextureCube(BgfxSamplerCube _sampler, vec3 _coord)
{
return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
}
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# define SAMPLER2D(_name, _reg) \
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uniform SamplerState _name ## Sampler : register(s[_reg]); \
uniform Texture2D _name ## Texture : register(t[_reg]); \
static BgfxSampler2D _name = { _name ## Sampler, _name ## Texture }
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# define sampler2D BgfxSampler2D
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# define texture2D(_name, _coord) bgfxTexture2D(_name, _coord)
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# define SAMPLER3D(_name, _reg) \
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uniform SamplerState _name ## Sampler : register(s[_reg]); \
uniform Texture3D _name ## Texture : register(t[_reg]); \
static BgfxSampler3D _name = { _name ## Sampler, _name ## Texture }
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# define sampler3D BgfxSampler3D
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# define texture3D(_name, _coord) bgfxTexture3D(_name, _coord)
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# define SAMPLERCUBE(_name, _reg) \
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uniform SamplerState _name ## Sampler : register(s[_reg]); \
uniform TextureCube _name ## Texture : register(t[_reg]); \
static BgfxSamplerCube _name = { _name ## Sampler, _name ## Texture }
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# define samplerCube BgfxSamplerCube
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# define textureCube(_name, _coord) bgfxTextureCube(_name, _coord)
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# else
# define SAMPLER2D(_name, _reg) uniform sampler2D _name : register(s ## _reg)
# define texture2D tex2D
# define SAMPLER3D(_name, _reg) uniform sampler3D _name : register(s ## _reg)
# define texture3D tex3D
# define SAMPLERCUBE(_name, _reg) uniform samplerCUBE _name : register(s[_reg])
# define textureCube texCUBE
# endif //
# define vec2_splat(_x) float2(_x, _x)
# define vec3_splat(_x) float3(_x, _x, _x)
# define vec4_splat(_x) float4(_x, _x, _x, _x)
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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);
}
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vec4 instMul(mat4 _mtx, vec4 _vec)
{
return mul(_vec, _mtx);
}
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#elif BGFX_SHADER_LANGUAGE_GLSL
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# define atan2(_x, _y) atan(_x, _y)
# define frac(_x) fract(_x)
# define lerp(_x, _y, _t) mix(_x, _y, _t)
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# define mul(_a, _b) ( (_a) * (_b) )
# define saturate(_x) clamp(_x, 0.0, 1.0)
# define SAMPLER2D(_name, _reg) uniform sampler2D _name
# define SAMPLER3D(_name, _reg) uniform sampler3D _name
# define SAMPLERCUBE(_name, _reg) uniform samplerCube _name
# define vec2_splat(_x) vec2(_x)
# define vec3_splat(_x) vec3(_x)
# define vec4_splat(_x) vec4(_x)
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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);
}
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vec4 instMul(mat4 _mtx, vec4 _vec)
{
return mul(_mtx, _vec);
}
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#endif // BGFX_SHADER_LANGUAGE_HLSL
#endif // __cplusplus
#endif // __BGFX_SHADER_H__