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https://github.com/scratchfoundation/bgfx.git
synced 2025-02-17 20:31:57 -05:00
Removed some HLSL intrinsic from .sc shaders in favor of GLSL. Fixed varying.def parsing.
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parent
789552fd34
commit
84bfec136a
4 changed files with 15 additions and 10 deletions
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@ -181,8 +181,8 @@ vec4 luma(vec4 _rgba)
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vec3 conSatBri(vec3 _rgb, vec3 _csb)
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{
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vec3 rgb = _rgb * _csb.z;
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rgb = lerp(luma(rgb), rgb, _csb.y);
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rgb = lerp(vec3_splat(0.5), rgb, _csb.x);
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rgb = mix(luma(rgb), rgb, _csb.y);
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rgb = mix(vec3_splat(0.5), rgb, _csb.x);
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return rgb;
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}
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@ -219,7 +219,7 @@ vec3 blendOverlay(vec3 _base, vec3 _blend)
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{
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vec3 lt = 2.0 * _base * _blend;
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vec3 gte = 1.0 - 2.0 * (1.0 - _base) * (1.0 - _blend);
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return lerp(lt, gte, step(vec3_splat(0.5), _base) );
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return mix(lt, gte, step(vec3_splat(0.5), _base) );
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}
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vec4 blendOverlay(vec4 _base, vec4 _blend)
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@ -239,7 +239,7 @@ vec4 packFloatToRgba(float _value)
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{
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const vec4 shift = vec4(256 * 256 * 256, 256 * 256, 256, 1.0);
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const vec4 mask = vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
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vec4 comp = frac(_value * shift);
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vec4 comp = fract(_value * shift);
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comp -= comp.xxyz * mask;
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return comp;
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}
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@ -252,7 +252,7 @@ float unpackRgbaToFloat(vec4 _rgba)
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float random(vec2 _uv)
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{
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return frac(sin(dot(_uv.xy, vec2(12.9898, 78.233) ) ) * 43758.5453);
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return fract(sin(dot(_uv.xy, vec2(12.9898, 78.233) ) ) * 43758.5453);
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}
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#endif // __SHADERLIB_SH__
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@ -11,6 +11,8 @@
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#if BGFX_SHADER_LANGUAGE_HLSL
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# define dFdx(_x) ddx(_x)
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# define dFdy(_y) ddy(-_y)
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# define inversesqrt(_x) rsqrt(_x)
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# define fract(_x) frac(_x)
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# if BGFX_SHADER_LANGUAGE_HLSL > 3
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struct BgfxSampler2D
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@ -114,8 +116,8 @@ bvec3 lessThan(vec3 _a, vec3 _b) { return _a < _b; }
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bvec4 lessThan(vec4 _a, vec4 _b) { return _a < _b; }
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bvec2 lessThanEqual(vec2 _a, vec2 _b) { return _a <= _b; }
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bvec2 lessThanEqual(vec3 _a, vec3 _b) { return _a <= _b; }
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bvec2 lessThanEqual(vec4 _a, vec4 _b) { return _a <= _b; }
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bvec3 lessThanEqual(vec3 _a, vec3 _b) { return _a <= _b; }
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bvec4 lessThanEqual(vec4 _a, vec4 _b) { return _a <= _b; }
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bvec2 greaterThan(vec2 _a, vec2 _b) { return _a > _b; }
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bvec3 greaterThan(vec3 _a, vec3 _b) { return _a > _b; }
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@ -145,8 +147,6 @@ vec4 mod(vec4 _a, vec4 _b) { return _a - _b * floor(_a / _b); }
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#elif BGFX_SHADER_LANGUAGE_GLSL
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# define atan2(_x, _y) atan(_x, _y)
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# define frac(_x) fract(_x)
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# define lerp(_x, _y, _t) mix(_x, _y, _t)
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# define mul(_a, _b) ( (_a) * (_b) )
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# define saturate(_x) clamp(_x, 0.0, 1.0)
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# define SAMPLER2D(_name, _reg) uniform sampler2D _name
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@ -160,6 +160,11 @@ vec3 instMul(vec3 _vec, mat3 _mtx) { return mul(_vec, _mtx); }
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vec3 instMul(mat3 _mtx, vec3 _vec) { return mul(_mtx, _vec); }
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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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float rcp(float _a) { return 1.0/_a; }
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vec2 rcp(vec2 _a) { return vec2(1.0)/_a; }
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vec3 rcp(vec3 _a) { return vec3(1.0)/_a; }
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vec4 rcp(vec4 _a) { return vec4(1.0)/_a; }
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#endif // BGFX_SHADER_LANGUAGE_HLSL
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uniform vec4 u_viewRect;
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@ -1499,7 +1499,7 @@ int main(int _argc, const char* _argv[])
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varyingMap.insert(std::make_pair(var.m_name, var) );
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}
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parse = bx::strnl(parse);
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parse = bx::strnl(eol);
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}
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}
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