protot/shaders/src/bgfx_shader.sh

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/*
* Copyright 2011-2016 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#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 > 3
# define BRANCH [branch]
# define LOOP [loop]
# define UNROLL [unroll]
#else
# define BRANCH
# define LOOP
# define UNROLL
#endif // BGFX_SHADER_LANGUAGE_HLSL > 3
#if BGFX_SHADER_LANGUAGE_HLSL > 3 && BGFX_SHADER_TYPE_FRAGMENT
# define EARLY_DEPTH_STENCIL [earlydepthstencil]
#else
# define EARLY_DEPTH_STENCIL
#endif // BGFX_SHADER_LANGUAGE_HLSL > 3 && BGFX_SHADER_TYPE_FRAGMENT
#if BGFX_SHADER_LANGUAGE_HLSL
# 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
# if BGFX_SHADER_LANGUAGE_HLSL > 3
# if BGFX_SHADER_LANGUAGE_HLSL > 4
# 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 > 4
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); }
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); }
uint packHalf2x16(vec2 _x)
{
return (f32tof16(_x.x)<<16) | f32tof16(_x.y);
}
vec2 unpackHalf2x16(uint _x)
{
return vec2(f16tof32(_x >> 16), f16tof32(_x) );
}
struct BgfxSampler2D
{
SamplerState m_sampler;
Texture2D m_texture;
};
struct BgfxISampler2D
{
Texture2D<ivec4> m_texture;
};
struct BgfxUSampler2D
{
Texture2D<uvec4> m_texture;
};
struct BgfxSampler2DArray
{
SamplerState m_sampler;
Texture2DArray m_texture;
};
struct BgfxSampler2DShadow
{
SamplerComparisonState m_sampler;
Texture2D m_texture;
};
struct BgfxSampler3D
{
SamplerState m_sampler;
Texture3D m_texture;
};
struct BgfxISampler3D
{
Texture3D<ivec4> m_texture;
};
struct BgfxUSampler3D
{
Texture3D<uvec4> m_texture;
};
struct BgfxSamplerCube
{
SamplerState m_sampler;
TextureCube m_texture;
};
struct BgfxSampler2DMS
{
Texture2DMS<vec4> 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);
}
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 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);
}
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);
}
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)
{
ivec3 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(uvec4(_coord * size, 0) );
}
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);
}
vec4 bgfxTexelFetch(BgfxSampler2D _sampler, ivec2 _coord, int _lod)
{
return _sampler.m_texture.Load(ivec3(_coord, _lod) );
}
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(BgfxSampler3D _sampler, ivec3 _coord, int _lod)
{
return _sampler.m_texture.Load(ivec4(_coord, _lod) );
}
# 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<ivec4> _name ## Texture : register(t[_reg]); \
static BgfxISampler2D _name = { _name ## Texture }
# define USAMPLER2D(_name, _reg) \
uniform Texture2D<uvec4> _name ## Texture : register(t[_reg]); \
static BgfxUSampler2D _name = { _name ## Texture }
# define sampler2D BgfxSampler2D
# define texture2D(_sampler, _coord) bgfxTexture2D(_sampler, _coord)
# define texture2DLod(_sampler, _coord, _level) bgfxTexture2DLod(_sampler, _coord, _level)
# define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord)
# 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 SAMPLER2DMS(_name, _reg) \
uniform Texture2DMS<vec4> _name ## Texture : register(t[_reg]); \
static BgfxSampler2DMS _name = { _name ## Texture }
# define sampler2DMS BgfxSampler2DMS
# define SAMPLER2DSHADOW(_name, _reg) \
uniform SamplerComparisonState _name ## Sampler : register(s[_reg]); \
uniform Texture2D _name ## Texture : register(t[_reg]); \
static BgfxSampler2DShadow _name = { _name ## Sampler, _name ## Texture }
# define sampler2DShadow BgfxSampler2DShadow
# define shadow2D(_sampler, _coord) bgfxShadow2D(_sampler, _coord)
# define shadow2DProj(_sampler, _coord) bgfxShadow2DProj(_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<ivec4> _name ## Texture : register(t[_reg]); \
static BgfxISampler3D _name = { _name ## Texture }
# define USAMPLER3D(_name, _reg) \
uniform Texture3D<uvec4> _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 textureCubeLod(_sampler, _coord, _level) bgfxTextureCubeLod(_sampler, _coord, _level)
# define texelFetch(_sampler, _coord, _lod) bgfxTexelFetch(_sampler, _coord, _lod)
# 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 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)
# if BGFX_SHADER_LANGUAGE_HLSL == 2
# define texture2DLod(_sampler, _coord, _level) tex2D(_sampler, (_coord).xy)
# define texture3DLod(_sampler, _coord, _level) tex3D(_sampler, (_coord).xyz)
# define textureCubeLod(_sampler, _coord, _level) texCUBE(_sampler, (_coord).xyz)
# else
# define texture2DLod(_sampler, _coord, _level) tex2Dlod(_sampler, vec4( (_coord).xy, 0.0, _level) )
# 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 == 2
# endif // BGFX_SHADER_LANGUAGE_HLSL > 3
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
# if BGFX_SHADER_LANGUAGE_GLSL >= 130
# 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
# define texture2D(_sampler, _coord) texture(_sampler, _coord)
# define texture2DArray(_sampler, _coord) texture(_sampler, _coord)
# define texture3D(_sampler, _coord) texture(_sampler, _coord)
# 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
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
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