bgfx/src/bgfx_shader.sh

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/*
* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#ifndef __BGFX_SHADER_H__
#define __BGFX_SHADER_H__
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#if !defined(BGFX_CONFIG_MAX_BONES)
# define BGFX_CONFIG_MAX_BONES 32
#endif // !defined(BGFX_CONFIG_MAX_BONES)
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#ifndef __cplusplus
#if BGFX_SHADER_LANGUAGE_HLSL
# define dFdx(_x) ddx(_x)
# define dFdy(_y) ddy(-_y)
# define inversesqrt(_x) rsqrt(_x)
# define fract(_x) frac(_x)
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# if BGFX_SHADER_LANGUAGE_HLSL > 3
struct BgfxSampler2D
{
SamplerState m_sampler;
Texture2D m_texture;
};
vec4 bgfxTexture2D(BgfxSampler2D _sampler, vec2 _coord)
{
return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
}
vec4 bgfxTexture2DLod(BgfxSampler2D _sampler, vec2 _coord, float _level)
{
return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
}
struct BgfxSampler3D
{
SamplerState m_sampler;
Texture3D m_texture;
};
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);
}
struct BgfxSamplerCube
{
SamplerState m_sampler;
TextureCube m_texture;
};
vec4 bgfxTextureCube(BgfxSamplerCube _sampler, vec3 _coord)
{
return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
}
vec4 bgfxTextureCubeLod(BgfxSamplerCube _sampler, vec3 _coord, float _level)
{
return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
}
# 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 sampler2D BgfxSampler2D
# define texture2D(_sampler, _coord) bgfxTexture2D(_sampler, _coord)
# define texture2DLod(_sampler, _coord, _level) bgfxTexture2DLod(_sampler, _coord, _level)
# 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 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 textureCubeLod(_sampler, _coord, _level) bgfxTextureCubeLod(_sampler, _coord, _level)
# else
# define SAMPLER2D(_name, _reg) uniform sampler2D _name : register(s ## _reg)
# define texture2D(_sampler, _coord) tex2D(_sampler, _coord)
# define texture2DLod(_sampler, _coord, _level) tex2Dlod(_sampler, vec3( (_coord).xy, _level) )
# define SAMPLER3D(_name, _reg) uniform sampler3D _name : register(s ## _reg)
# define texture3D(_sampler, _coord) tex3D(_sampler, _coord)
# define texture3DLod(_sampler, _coord, _level) tex3Dlod(_sampler, vec4( (_coord).xyz, _level) )
# define SAMPLERCUBE(_name, _reg) uniform samplerCUBE _name : register(s[_reg])
# define textureCube(_sampler, _coord) texCUBE(_sampler, _coord)
# define textureCubeLod(_sampler, _coord, _level) texCUBElod(_sampler, vec4( (_coord).xyz, _level) )
# 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)
# define bvec2 bool2
# define bvec3 bool3
# define bvec4 bool4
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; }
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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); }
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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); }
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#elif BGFX_SHADER_LANGUAGE_GLSL
# 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 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)
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; }
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#endif // BGFX_SHADER_LANGUAGE_HLSL
uniform vec4 u_viewRect;
uniform vec4 u_viewTexel;
uniform mat4 u_view;
uniform mat4 u_viewProj;
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uniform mat4 u_model[BGFX_CONFIG_MAX_BONES];
uniform mat4 u_modelView;
uniform mat4 u_modelViewProj;
uniform mat4 u_modelViewProjX;
uniform mat4 u_viewProjX;
uniform float u_alphaRef;
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#endif // __cplusplus
#endif // __BGFX_SHADER_H__