bgfx/src/bgfx_shader.sh

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/*
* Copyright 2011-2012 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#ifndef __BGFX_SHADER_H__
#define __BGFX_SHADER_H__
#ifndef __cplusplus
#if BGFX_SHADER_LANGUAGE_HLSL
# define dFdx ddx
# define dFdy ddy
# if BGFX_SHADER_LANGUAGE_HLSL > 3
# define SAMPLER2D(_name, _reg) \
uniform SamplerState _name ## Sampler : register(s[_reg]); \
uniform Texture2D _name : register(t[_reg])
# define texture2D(_name, _coord) _name.Sample(_name ## Sampler, _coord)
# define SAMPLER3D(_name, _reg) \
uniform SamplerState _name : register(s[_reg]) \
uniform Texture3D _name : register(t[_reg])
# define texture3D(_name, _coord) _name.Sample(_name ## Sampler, _coord)
# define SAMPLERCUBE(_name, _reg) \
uniform SamplerState _name ## Sampler : register(s[_reg]); \
uniform TextureCube _name : register(t[_reg])
# define textureCube(_name, _coord) _name.Sample(_name ## Sampler, _coord)
# 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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vec4 instMul(mat4 _mtx, vec4 _vec)
{
return mul(_vec, _mtx);
}
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#elif BGFX_SHADER_LANGUAGE_GLSL
# define frac fract
# define lerp mix
# 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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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__