/* * 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__ #ifndef __cplusplus #if BGFX_SHADER_LANGUAGE_HLSL # define dFdx(_x) ddx(_x) # define dFdy(_y) ddy(-_y) # 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; } bvec2 lessThanEqual(vec3 _a, vec3 _b) { return _a <= _b; } bvec2 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; } 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); } #elif BGFX_SHADER_LANGUAGE_GLSL # define atan2(_x, _y) atan(_x, _y) # define frac(_x) fract(_x) # define lerp(_x, _y, _t) mix(_x, _y, _t) # 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); } #endif // BGFX_SHADER_LANGUAGE_HLSL #endif // __cplusplus #endif // __BGFX_SHADER_H__