/* * 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) vec4 instMul(mat4 _mtx, vec4 _vec) { return mul(_vec, _mtx); } #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) vec4 instMul(mat4 _mtx, vec4 _vec) { return mul(_mtx, _vec); } #endif // BGFX_SHADER_LANGUAGE_HLSL #endif // __cplusplus #endif // __BGFX_SHADER_H__