/* * Copyright 2011-2015 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/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 # 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 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); } 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); } struct BgfxSampler2DShadow { SamplerComparisonState m_sampler; Texture2D m_texture; }; float bgfxShadow2D(BgfxSampler2DShadow _sampler, vec3 _coord) { return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xy, _coord.z * 2.0 - 1.0); } 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 * 2.0 - 1.0); } struct BgfxSampler3D { SamplerState m_sampler; Texture3D m_texture; }; struct BgfxISampler3D { Texture3D m_texture; }; struct BgfxUSampler3D { 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); } 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) ); } 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 texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord) # 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 _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 textureCubeLod(_sampler, _coord, _level) bgfxTextureCubeLod(_sampler, _coord, _level) # 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 * 2.0 - 1.0, occluder); #else return tex2Dproj(_sampler, vec4(_coord.xy, _coord.z * 2.0 - 1.0, 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 * 2.0 - 1.0, occluder); #else return tex2Dproj(_sampler, _coord).x; #endif // 0 } # define SAMPLER2D(_name, _reg) uniform sampler2D _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 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); } 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); } 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 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 SAMPLER3D(_name, _reg) uniform sampler3D _name # define SAMPLERCUBE(_name, _reg) uniform samplerCube _name # define SAMPLER2DSHADOW(_name, _reg) uniform sampler2DShadow _name # define vec2_splat(_x) vec2(_x) # define vec3_splat(_x) vec3(_x) # define vec4_splat(_x) vec4(_x) # define uvec2_splat(_x) uvec2(_x) # define uvec3_splat(_x) uvec3(_x) # define uvec4_splat(_x) uvec4(_x) # if BGFX_SHADER_LANGUAGE_GLSL >= 130 # define ISAMPLER3D(_name, _reg) uniform isampler3D _name # define USAMPLER3D(_name, _reg) uniform usampler3D _name ivec4 texture3D(isampler3D _sampler, vec3 _coord) { return texture(_sampler, _coord); } uvec4 texture3D(usampler3D _sampler, vec3 _coord) { return 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_* 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