/* * Copyright 2011-2023 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE */ #ifndef BGFX_SHADER_H_HEADER_GUARD #define BGFX_SHADER_H_HEADER_GUARD #if !defined(BGFX_CONFIG_MAX_BONES) # define BGFX_CONFIG_MAX_BONES 32 #endif // !defined(BGFX_CONFIG_MAX_BONES) #ifndef __cplusplus #if BGFX_SHADER_LANGUAGE_HLSL > 300 # define BRANCH [branch] # define LOOP [loop] # define UNROLL [unroll] #else # define BRANCH # define LOOP # define UNROLL #endif // BGFX_SHADER_LANGUAGE_HLSL > 300 #if (BGFX_SHADER_LANGUAGE_HLSL > 300 || BGFX_SHADER_LANGUAGE_METAL || BGFX_SHADER_LANGUAGE_SPIRV) && BGFX_SHADER_TYPE_FRAGMENT # define EARLY_DEPTH_STENCIL [earlydepthstencil] #else # define EARLY_DEPTH_STENCIL #endif // BGFX_SHADER_LANGUAGE_HLSL > 300 && BGFX_SHADER_TYPE_FRAGMENT #if BGFX_SHADER_LANGUAGE_GLSL # define ARRAY_BEGIN(_type, _name, _count) _type _name[_count] = _type[]( # define ARRAY_END() ) #else # define ARRAY_BEGIN(_type, _name, _count) _type _name[_count] = { # define ARRAY_END() } #endif // BGFX_SHADER_LANGUAGE_GLSL #if BGFX_SHADER_LANGUAGE_HLSL \ || BGFX_SHADER_LANGUAGE_PSSL \ || BGFX_SHADER_LANGUAGE_SPIRV \ || BGFX_SHADER_LANGUAGE_METAL # define CONST(_x) static const _x # define dFdx(_x) ddx(_x) # define dFdy(_y) ddy(-(_y)) # define inversesqrt(_x) rsqrt(_x) # define fract(_x) frac(_x) # define bvec2 bool2 # define bvec3 bool3 # define bvec4 bool4 // To be able to patch the uav registers on the DXBC SPDB Chunk (D3D11 renderer) the whitespaces around // '_type[_reg]' are necessary. This only affects shaders with debug info (i.e., those that have the SPDB Chunk). # if BGFX_SHADER_LANGUAGE_HLSL > 400 || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL # define REGISTER(_type, _reg) register( _type[_reg] ) # else # define REGISTER(_type, _reg) register(_type ## _reg) # endif // BGFX_SHADER_LANGUAGE_HLSL # if BGFX_SHADER_LANGUAGE_HLSL > 300 || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL # if BGFX_SHADER_LANGUAGE_HLSL > 400 || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL # define dFdxCoarse(_x) ddx_coarse(_x) # define dFdxFine(_x) ddx_fine(_x) # define dFdyCoarse(_y) ddy_coarse(-(_y)) # define dFdyFine(_y) ddy_fine(-(_y)) # endif // BGFX_SHADER_LANGUAGE_HLSL > 400 # if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL float intBitsToFloat(int _x) { return asfloat(_x); } vec2 intBitsToFloat(uint2 _x) { return asfloat(_x); } vec3 intBitsToFloat(uint3 _x) { return asfloat(_x); } vec4 intBitsToFloat(uint4 _x) { return asfloat(_x); } # endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL float uintBitsToFloat(uint _x) { return asfloat(_x); } vec2 uintBitsToFloat(uint2 _x) { return asfloat(_x); } vec3 uintBitsToFloat(uint3 _x) { return asfloat(_x); } vec4 uintBitsToFloat(uint4 _x) { return asfloat(_x); } uint floatBitsToUint(float _x) { return asuint(_x); } uvec2 floatBitsToUint(vec2 _x) { return asuint(_x); } uvec3 floatBitsToUint(vec3 _x) { return asuint(_x); } uvec4 floatBitsToUint(vec4 _x) { return asuint(_x); } int floatBitsToInt(float _x) { return asint(_x); } ivec2 floatBitsToInt(vec2 _x) { return asint(_x); } ivec3 floatBitsToInt(vec3 _x) { return asint(_x); } ivec4 floatBitsToInt(vec4 _x) { return asint(_x); } uint bitfieldReverse(uint _x) { return reversebits(_x); } uint2 bitfieldReverse(uint2 _x) { return reversebits(_x); } uint3 bitfieldReverse(uint3 _x) { return reversebits(_x); } uint4 bitfieldReverse(uint4 _x) { return reversebits(_x); } # if !BGFX_SHADER_LANGUAGE_SPIRV uint packHalf2x16(vec2 _x) { return (f32tof16(_x.y)<<16) | f32tof16(_x.x); } vec2 unpackHalf2x16(uint _x) { return vec2(f16tof32(_x & 0xffff), f16tof32(_x >> 16) ); } # endif // !BGFX_SHADER_LANGUAGE_SPIRV struct BgfxSampler2D { SamplerState m_sampler; Texture2D m_texture; }; struct BgfxISampler2D { Texture2D m_texture; }; struct BgfxUSampler2D { Texture2D m_texture; }; struct BgfxSampler2DArray { SamplerState m_sampler; Texture2DArray m_texture; }; struct BgfxSampler2DShadow { SamplerComparisonState m_sampler; Texture2D m_texture; }; struct BgfxSampler2DArrayShadow { SamplerComparisonState m_sampler; Texture2DArray m_texture; }; struct BgfxSampler3D { SamplerState m_sampler; Texture3D m_texture; }; struct BgfxISampler3D { Texture3D m_texture; }; struct BgfxUSampler3D { Texture3D m_texture; }; struct BgfxSamplerCube { SamplerState m_sampler; TextureCube m_texture; }; struct BgfxSamplerCubeShadow { SamplerComparisonState m_sampler; TextureCube m_texture; }; struct BgfxSampler2DMS { Texture2DMS m_texture; }; vec4 bgfxTexture2D(BgfxSampler2D _sampler, vec2 _coord) { return _sampler.m_texture.Sample(_sampler.m_sampler, _coord); } vec4 bgfxTexture2DBias(BgfxSampler2D _sampler, vec2 _coord, float _bias) { return _sampler.m_texture.SampleBias(_sampler.m_sampler, _coord, _bias); } vec4 bgfxTexture2DLod(BgfxSampler2D _sampler, vec2 _coord, float _level) { return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level); } vec4 bgfxTexture2DLodOffset(BgfxSampler2D _sampler, vec2 _coord, float _level, ivec2 _offset) { return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level, _offset); } vec4 bgfxTexture2DProj(BgfxSampler2D _sampler, vec3 _coord) { vec2 coord = _coord.xy * rcp(_coord.z); return _sampler.m_texture.Sample(_sampler.m_sampler, coord); } vec4 bgfxTexture2DProj(BgfxSampler2D _sampler, vec4 _coord) { vec2 coord = _coord.xy * rcp(_coord.w); return _sampler.m_texture.Sample(_sampler.m_sampler, coord); } vec4 bgfxTexture2DGrad(BgfxSampler2D _sampler, vec2 _coord, vec2 _dPdx, vec2 _dPdy) { return _sampler.m_texture.SampleGrad(_sampler.m_sampler, _coord, _dPdx, _dPdy); } vec4 bgfxTexture2DArray(BgfxSampler2DArray _sampler, vec3 _coord) { return _sampler.m_texture.Sample(_sampler.m_sampler, _coord); } vec4 bgfxTexture2DArrayLod(BgfxSampler2DArray _sampler, vec3 _coord, float _lod) { return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _lod); } vec4 bgfxTexture2DArrayLodOffset(BgfxSampler2DArray _sampler, vec3 _coord, float _level, ivec2 _offset) { return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level, _offset); } float bgfxShadow2D(BgfxSampler2DShadow _sampler, vec3 _coord) { return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xy, _coord.z); } float bgfxShadow2DProj(BgfxSampler2DShadow _sampler, vec4 _coord) { vec3 coord = _coord.xyz * rcp(_coord.w); return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, coord.xy, coord.z); } vec2 bgfxTextureSize(BgfxSampler2DShadow _sampler, int _lod) { vec2 result; float numberOfMipMapLevels; _sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfMipMapLevels); return result; } vec4 bgfxShadow2DArray(BgfxSampler2DArrayShadow _sampler, vec4 _coord) { return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xyz, _coord.w); } vec2 bgfxTextureSize(BgfxSampler2DArrayShadow _sampler, int _lod) { vec2 result; float numberOfMipMapLevels; float numberOfElements; _sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfElements, numberOfMipMapLevels); return result; } 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); } ivec4 bgfxTexture3D(BgfxISampler3D _sampler, vec3 _coord) { uvec3 size; _sampler.m_texture.GetDimensions(size.x, size.y, size.z); return _sampler.m_texture.Load(ivec4(_coord * size, 0) ); } uvec4 bgfxTexture3D(BgfxUSampler3D _sampler, vec3 _coord) { uvec3 size; _sampler.m_texture.GetDimensions(size.x, size.y, size.z); return _sampler.m_texture.Load(ivec4(_coord * size, 0) ); } vec4 bgfxTextureCube(BgfxSamplerCube _sampler, vec3 _coord) { return _sampler.m_texture.Sample(_sampler.m_sampler, _coord); } vec4 bgfxTextureCubeBias(BgfxSamplerCube _sampler, vec3 _coord, float _bias) { return _sampler.m_texture.SampleBias(_sampler.m_sampler, _coord, _bias); } vec4 bgfxTextureCubeLod(BgfxSamplerCube _sampler, vec3 _coord, float _level) { return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level); } float bgfxShadowCube(BgfxSamplerCubeShadow _sampler, vec4 _coord) { return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xyz, _coord.w); } vec4 bgfxTexelFetch(BgfxSampler2D _sampler, ivec2 _coord, int _lod) { return _sampler.m_texture.Load(ivec3(_coord, _lod) ); } vec4 bgfxTexelFetchOffset(BgfxSampler2D _sampler, ivec2 _coord, int _lod, ivec2 _offset) { return _sampler.m_texture.Load(ivec3(_coord, _lod), _offset ); } vec2 bgfxTextureSize(BgfxSampler2D _sampler, int _lod) { vec2 result; float numberOfMipMapLevels; _sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfMipMapLevels); return result; } vec2 bgfxTextureSize(BgfxISampler2D _sampler, int _lod) { vec2 result; float numberOfMipMapLevels; _sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfMipMapLevels); return result; } vec2 bgfxTextureSize(BgfxUSampler2D _sampler, int _lod) { vec2 result; float numberOfMipMapLevels; _sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfMipMapLevels); return result; } vec4 bgfxTextureGather0(BgfxSampler2D _sampler, vec2 _coord) { return _sampler.m_texture.GatherRed(_sampler.m_sampler, _coord); } vec4 bgfxTextureGather1(BgfxSampler2D _sampler, vec2 _coord) { return _sampler.m_texture.GatherGreen(_sampler.m_sampler, _coord); } vec4 bgfxTextureGather2(BgfxSampler2D _sampler, vec2 _coord) { return _sampler.m_texture.GatherBlue(_sampler.m_sampler, _coord); } vec4 bgfxTextureGather3(BgfxSampler2D _sampler, vec2 _coord) { return _sampler.m_texture.GatherAlpha(_sampler.m_sampler, _coord); } vec4 bgfxTextureGatherOffset0(BgfxSampler2D _sampler, vec2 _coord, ivec2 _offset) { return _sampler.m_texture.GatherRed(_sampler.m_sampler, _coord, _offset); } vec4 bgfxTextureGatherOffset1(BgfxSampler2D _sampler, vec2 _coord, ivec2 _offset) { return _sampler.m_texture.GatherGreen(_sampler.m_sampler, _coord, _offset); } vec4 bgfxTextureGatherOffset2(BgfxSampler2D _sampler, vec2 _coord, ivec2 _offset) { return _sampler.m_texture.GatherBlue(_sampler.m_sampler, _coord, _offset); } vec4 bgfxTextureGatherOffset3(BgfxSampler2D _sampler, vec2 _coord, ivec2 _offset) { return _sampler.m_texture.GatherAlpha(_sampler.m_sampler, _coord, _offset); } vec4 bgfxTextureGather0(BgfxSampler2DArray _sampler, vec3 _coord) { return _sampler.m_texture.GatherRed(_sampler.m_sampler, _coord); } vec4 bgfxTextureGather1(BgfxSampler2DArray _sampler, vec3 _coord) { return _sampler.m_texture.GatherGreen(_sampler.m_sampler, _coord); } vec4 bgfxTextureGather2(BgfxSampler2DArray _sampler, vec3 _coord) { return _sampler.m_texture.GatherBlue(_sampler.m_sampler, _coord); } vec4 bgfxTextureGather3(BgfxSampler2DArray _sampler, vec3 _coord) { return _sampler.m_texture.GatherAlpha(_sampler.m_sampler, _coord); } ivec4 bgfxTexelFetch(BgfxISampler2D _sampler, ivec2 _coord, int _lod) { return _sampler.m_texture.Load(ivec3(_coord, _lod) ); } uvec4 bgfxTexelFetch(BgfxUSampler2D _sampler, ivec2 _coord, int _lod) { return _sampler.m_texture.Load(ivec3(_coord, _lod) ); } vec4 bgfxTexelFetch(BgfxSampler2DMS _sampler, ivec2 _coord, int _sampleIdx) { return _sampler.m_texture.Load(_coord, _sampleIdx); } vec4 bgfxTexelFetch(BgfxSampler2DArray _sampler, ivec3 _coord, int _lod) { return _sampler.m_texture.Load(ivec4(_coord, _lod) ); } vec4 bgfxTexelFetch(BgfxSampler3D _sampler, ivec3 _coord, int _lod) { return _sampler.m_texture.Load(ivec4(_coord, _lod) ); } vec3 bgfxTextureSize(BgfxSampler3D _sampler, int _lod) { vec3 result; float numberOfMipMapLevels; _sampler.m_texture.GetDimensions(_lod, result.x, result.y, result.z, numberOfMipMapLevels); return result; } # 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 ISAMPLER2D(_name, _reg) \ uniform Texture2D _name ## Texture : REGISTER(t, _reg); \ static BgfxISampler2D _name = { _name ## Texture } # define USAMPLER2D(_name, _reg) \ uniform Texture2D _name ## Texture : REGISTER(t, _reg); \ static BgfxUSampler2D _name = { _name ## Texture } # define sampler2D BgfxSampler2D # define texture2D(_sampler, _coord) bgfxTexture2D(_sampler, _coord) # define texture2DBias(_sampler, _coord, _bias) bgfxTexture2DBias(_sampler, _coord, _bias) # define texture2DLod(_sampler, _coord, _level) bgfxTexture2DLod(_sampler, _coord, _level) # define texture2DLodOffset(_sampler, _coord, _level, _offset) bgfxTexture2DLodOffset(_sampler, _coord, _level, _offset) # define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord) # define texture2DGrad(_sampler, _coord, _dPdx, _dPdy) bgfxTexture2DGrad(_sampler, _coord, _dPdx, _dPdy) # define SAMPLER2DARRAY(_name, _reg) \ uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \ uniform Texture2DArray _name ## Texture : REGISTER(t, _reg); \ static BgfxSampler2DArray _name = { _name ## Sampler, _name ## Texture } # define sampler2DArray BgfxSampler2DArray # define texture2DArray(_sampler, _coord) bgfxTexture2DArray(_sampler, _coord) # define texture2DArrayLod(_sampler, _coord, _lod) bgfxTexture2DArrayLod(_sampler, _coord, _lod) # define texture2DArrayLodOffset(_sampler, _coord, _level, _offset) bgfxTexture2DArrayLodOffset(_sampler, _coord, _level, _offset) # define SAMPLER2DMS(_name, _reg) \ uniform Texture2DMS _name ## Texture : REGISTER(t, _reg); \ static BgfxSampler2DMS _name = { _name ## Texture } # define sampler2DMS BgfxSampler2DMS # define SAMPLER2DSHADOW(_name, _reg) \ uniform SamplerComparisonState _name ## SamplerComparison : REGISTER(s, _reg); \ uniform Texture2D _name ## Texture : REGISTER(t, _reg); \ static BgfxSampler2DShadow _name = { _name ## SamplerComparison, _name ## Texture } # define sampler2DShadow BgfxSampler2DShadow # define shadow2D(_sampler, _coord) bgfxShadow2D(_sampler, _coord) # define shadow2DProj(_sampler, _coord) bgfxShadow2DProj(_sampler, _coord) # define SAMPLER2DARRAYSHADOW(_name, _reg) \ uniform SamplerComparisonState _name ## SamplerComparison : REGISTER(s, _reg); \ uniform Texture2DArray _name ## Texture : REGISTER(t, _reg); \ static BgfxSampler2DArrayShadow _name = { _name ## SamplerComparison, _name ## Texture } # define sampler2DArrayShadow BgfxSampler2DArrayShadow # define shadow2DArray(_sampler, _coord) bgfxShadow2DArray(_sampler, _coord) # 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 ISAMPLER3D(_name, _reg) \ uniform Texture3D _name ## Texture : REGISTER(t, _reg); \ static BgfxISampler3D _name = { _name ## Texture } # define USAMPLER3D(_name, _reg) \ uniform Texture3D _name ## Texture : REGISTER(t, _reg); \ static BgfxUSampler3D _name = { _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 textureCubeBias(_sampler, _coord, _bias) bgfxTextureCubeBias(_sampler, _coord, _bias) # define textureCubeLod(_sampler, _coord, _level) bgfxTextureCubeLod(_sampler, _coord, _level) # define SAMPLERCUBESHADOW(_name, _reg) \ uniform SamplerComparisonState _name ## SamplerComparison : REGISTER(s, _reg); \ uniform TextureCube _name ## Texture : REGISTER(t, _reg); \ static BgfxSamplerCubeShadow _name = { _name ## SamplerComparison, _name ## Texture } # define samplerCubeShadow BgfxSamplerCubeShadow # define shadowCube(_sampler, _coord) bgfxShadowCube(_sampler, _coord) # define texelFetch(_sampler, _coord, _lod) bgfxTexelFetch(_sampler, _coord, _lod) # define texelFetchOffset(_sampler, _coord, _lod, _offset) bgfxTexelFetchOffset(_sampler, _coord, _lod, _offset) # define textureSize(_sampler, _lod) bgfxTextureSize(_sampler, _lod) # define textureGather(_sampler, _coord, _comp) bgfxTextureGather ## _comp(_sampler, _coord) # define textureGatherOffset(_sampler, _coord, _offset, _comp) bgfxTextureGatherOffset ## _comp(_sampler, _coord, _offset) # else # define sampler2DShadow sampler2D vec4 bgfxTexture2DProj(sampler2D _sampler, vec3 _coord) { return tex2Dproj(_sampler, vec4(_coord.xy, 0.0, _coord.z) ); } vec4 bgfxTexture2DProj(sampler2D _sampler, vec4 _coord) { return tex2Dproj(_sampler, _coord); } float bgfxShadow2D(sampler2DShadow _sampler, vec3 _coord) { #if 0 float occluder = tex2D(_sampler, _coord.xy).x; return step(_coord.z, occluder); #else return tex2Dproj(_sampler, vec4(_coord.xy, _coord.z, 1.0) ).x; #endif // 0 } float bgfxShadow2DProj(sampler2DShadow _sampler, vec4 _coord) { #if 0 vec3 coord = _coord.xyz * rcp(_coord.w); float occluder = tex2D(_sampler, coord.xy).x; return step(coord.z, occluder); #else return tex2Dproj(_sampler, _coord).x; #endif // 0 } # define SAMPLER2D(_name, _reg) uniform sampler2D _name : REGISTER(s, _reg) # define SAMPLER2DMS(_name, _reg) uniform sampler2DMS _name : REGISTER(s, _reg) # define texture2D(_sampler, _coord) tex2D(_sampler, _coord) # define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord) # define SAMPLER2DARRAY(_name, _reg) SAMPLER2D(_name, _reg) # define texture2DArray(_sampler, _coord) texture2D(_sampler, (_coord).xy) # define texture2DArrayLod(_sampler, _coord, _lod) texture2DLod(_sampler, _coord, _lod) # define SAMPLER2DSHADOW(_name, _reg) uniform sampler2DShadow _name : REGISTER(s, _reg) # define shadow2D(_sampler, _coord) bgfxShadow2D(_sampler, _coord) # define shadow2DProj(_sampler, _coord) bgfxShadow2DProj(_sampler, _coord) # define SAMPLER3D(_name, _reg) uniform sampler3D _name : REGISTER(s, _reg) # define texture3D(_sampler, _coord) tex3D(_sampler, _coord) # define SAMPLERCUBE(_name, _reg) uniform samplerCUBE _name : REGISTER(s, _reg) # define textureCube(_sampler, _coord) texCUBE(_sampler, _coord) # define texture2DLod(_sampler, _coord, _level) tex2Dlod(_sampler, vec4( (_coord).xy, 0.0, _level) ) # define texture2DGrad(_sampler, _coord, _dPdx, _dPdy) tex2Dgrad(_sampler, _coord, _dPdx, _dPdy) # define texture3DLod(_sampler, _coord, _level) tex3Dlod(_sampler, vec4( (_coord).xyz, _level) ) # define textureCubeLod(_sampler, _coord, _level) texCUBElod(_sampler, vec4( (_coord).xyz, _level) ) # endif // BGFX_SHADER_LANGUAGE_HLSL > 300 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; } 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); } 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); } #else # define CONST(_x) const _x # 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 SAMPLER2DMS(_name, _reg) uniform sampler2DMS _name # define SAMPLER3D(_name, _reg) uniform sampler3D _name # define SAMPLERCUBE(_name, _reg) uniform samplerCube _name # define SAMPLER2DSHADOW(_name, _reg) uniform sampler2DShadow _name # define SAMPLER2DARRAY(_name, _reg) uniform sampler2DArray _name # define SAMPLER2DMSARRAY(_name, _reg) uniform sampler2DMSArray _name # define SAMPLERCUBEARRAY(_name, _reg) uniform samplerCubeArray _name # define SAMPLER2DARRAYSHADOW(_name, _reg) uniform sampler2DArrayShadow _name # define ISAMPLER2D(_name, _reg) uniform isampler2D _name # define USAMPLER2D(_name, _reg) uniform usampler2D _name # define ISAMPLER3D(_name, _reg) uniform isampler3D _name # define USAMPLER3D(_name, _reg) uniform usampler3D _name # if BGFX_SHADER_LANGUAGE_GLSL >= 130 # define texture2D(_sampler, _coord) texture(_sampler, _coord) # define texture2DArray(_sampler, _coord) texture(_sampler, _coord) # define texture3D(_sampler, _coord) texture(_sampler, _coord) # define textureCube(_sampler, _coord) texture(_sampler, _coord) # define texture2DLod(_sampler, _coord, _lod) textureLod(_sampler, _coord, _lod) # define texture2DLodOffset(_sampler, _coord, _lod, _offset) textureLodOffset(_sampler, _coord, _lod, _offset) # define texture2DBias(_sampler, _coord, _bias) texture(_sampler, _coord, _bias) # define textureCubeBias(_sampler, _coord, _bias) texture(_sampler, _coord, _bias) # else # define texture2DBias(_sampler, _coord, _bias) texture2D(_sampler, _coord, _bias) # define textureCubeBias(_sampler, _coord, _bias) textureCube(_sampler, _coord, _bias) # endif // BGFX_SHADER_LANGUAGE_GLSL >= 130 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; } #endif // BGFX_SHADER_LANGUAGE_* vec2 vec2_splat(float _x) { return vec2(_x, _x); } vec3 vec3_splat(float _x) { return vec3(_x, _x, _x); } vec4 vec4_splat(float _x) { return vec4(_x, _x, _x, _x); } #if BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL uvec2 uvec2_splat(uint _x) { return uvec2(_x, _x); } uvec3 uvec3_splat(uint _x) { return uvec3(_x, _x, _x); } uvec4 uvec4_splat(uint _x) { return uvec4(_x, _x, _x, _x); } #endif // BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL mat4 mtxFromRows(vec4 _0, vec4 _1, vec4 _2, vec4 _3) { #if BGFX_SHADER_LANGUAGE_GLSL return transpose(mat4(_0, _1, _2, _3) ); #else return mat4(_0, _1, _2, _3); #endif // BGFX_SHADER_LANGUAGE_GLSL } mat4 mtxFromCols(vec4 _0, vec4 _1, vec4 _2, vec4 _3) { #if BGFX_SHADER_LANGUAGE_GLSL return mat4(_0, _1, _2, _3); #else return transpose(mat4(_0, _1, _2, _3) ); #endif // BGFX_SHADER_LANGUAGE_GLSL } mat3 mtxFromRows(vec3 _0, vec3 _1, vec3 _2) { #if BGFX_SHADER_LANGUAGE_GLSL return transpose(mat3(_0, _1, _2) ); #else return mat3(_0, _1, _2); #endif // BGFX_SHADER_LANGUAGE_GLSL } mat3 mtxFromCols(vec3 _0, vec3 _1, vec3 _2) { #if BGFX_SHADER_LANGUAGE_GLSL return mat3(_0, _1, _2); #else return transpose(mat3(_0, _1, _2) ); #endif // BGFX_SHADER_LANGUAGE_GLSL } #if BGFX_SHADER_LANGUAGE_GLSL #define mtxFromRows3(_0, _1, _2) transpose(mat3(_0, _1, _2) ) #define mtxFromRows4(_0, _1, _2, _3) transpose(mat4(_0, _1, _2, _3) ) #define mtxFromCols3(_0, _1, _2) mat3(_0, _1, _2) #define mtxFromCols4(_0, _1, _2, _3) mat4(_0, _1, _2, _3) #else #define mtxFromRows3(_0, _1, _2) mat3(_0, _1, _2) #define mtxFromRows4(_0, _1, _2, _3) mat4(_0, _1, _2, _3) #define mtxFromCols3(_0, _1, _2) transpose(mat3(_0, _1, _2) ) #define mtxFromCols4(_0, _1, _2, _3) transpose(mat4(_0, _1, _2, _3) ) #endif // BGFX_SHADER_LANGUAGE_GLSL uniform vec4 u_viewRect; uniform vec4 u_viewTexel; uniform mat4 u_view; uniform mat4 u_invView; uniform mat4 u_proj; uniform mat4 u_invProj; uniform mat4 u_viewProj; uniform mat4 u_invViewProj; uniform mat4 u_model[BGFX_CONFIG_MAX_BONES]; uniform mat4 u_modelView; uniform mat4 u_modelViewProj; uniform vec4 u_alphaRef4; #define u_alphaRef u_alphaRef4.x #endif // __cplusplus #endif // BGFX_SHADER_H_HEADER_GUARD