testss
This commit is contained in:
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// This file assume SHADER_API_D3D11 is defined
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#define UNITY_UV_STARTS_AT_TOP 1
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#define UNITY_REVERSED_Z 1
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#define UNITY_NEAR_CLIP_VALUE (1.0)
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// This value will not go through any matrix projection conversion
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#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
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#define VERTEXID_SEMANTIC SV_VertexID
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#define INSTANCEID_SEMANTIC SV_InstanceID
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#define FRONT_FACE_SEMANTIC SV_IsFrontFace
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#define FRONT_FACE_TYPE bool
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#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))
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#define CBUFFER_START(name) cbuffer name {
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#define CBUFFER_END };
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#define PLATFORM_SUPPORTS_EXPLICIT_BINDING
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#define PLATFORM_NEEDS_UNORM_UAV_SPECIFIER
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#define PLATFORM_SUPPORTS_BUFFER_ATOMICS_IN_PIXEL_SHADER
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#define PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER
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// flow control attributes
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#define UNITY_BRANCH [branch]
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#define UNITY_FLATTEN [flatten]
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#define UNITY_UNROLL [unroll]
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#define UNITY_UNROLLX(_x) [unroll(_x)]
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#define UNITY_LOOP [loop]
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// Initialize arbitrary structure with zero values.
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// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0
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#define ZERO_INITIALIZE(type, name) name = (type)0;
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#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } }
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// Texture util abstraction
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#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2)
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// Texture abstraction
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#define TEXTURE2D(textureName) Texture2D textureName
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#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName
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#define TEXTURECUBE(textureName) TextureCube textureName
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#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName
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#define TEXTURE3D(textureName) Texture3D textureName
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#define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName)
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#define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName)
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#define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName)
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#define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName)
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#define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName)
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#define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName)
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#define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName)
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#define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName)
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#define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName)
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#define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName)
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#define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName)
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#define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName)
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#define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName)
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#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName)
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#define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName
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#define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray<type> textureName
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#define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName
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#define SAMPLER(samplerName) SamplerState samplerName
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#define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName
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#define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue
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#define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName)
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#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName)
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#define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName)
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#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName)
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#define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName)
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#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName)
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#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName)
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#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName)
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#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName)
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#define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
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#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
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#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
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#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
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#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy)
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#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
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#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
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#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
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#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy)
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#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
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#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
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#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
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#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
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#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
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#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
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#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
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#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
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#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)
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#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z)
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#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w)
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#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w)
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#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
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#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
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#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
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#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
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#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
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#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
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#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex)
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#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
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#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
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#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
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#define PLATFORM_SUPPORT_GATHER
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#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
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#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
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#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3)
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#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index))
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#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
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#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
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#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)
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#define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2)
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#ifndef SHADER_API_GLCORE
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#error GLES.hlsl should not be included if SHADER_API_GLCORE is not defined
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#endif
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#define UNITY_UV_STARTS_AT_TOP 0
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#define UNITY_REVERSED_Z 0
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#define UNITY_NEAR_CLIP_VALUE (-1.0)
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// This value will not go through any matrix projection convertion
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#define UNITY_RAW_FAR_CLIP_VALUE (1.0)
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#define VERTEXID_SEMANTIC SV_VertexID
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#define INSTANCEID_SEMANTIC SV_InstanceID
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#define FRONT_FACE_SEMANTIC VFACE
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#define FRONT_FACE_TYPE float
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#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL > 0.0) ? (FRONT) : (BACK))
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#define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error #funcName is not supported on GLCORE
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#define CBUFFER_START(name) cbuffer name {
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#define CBUFFER_END };
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#define PLATFORM_SUPPORTS_EXPLICIT_BINDING
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// flow control attributes
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#define UNITY_BRANCH [branch]
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#define UNITY_FLATTEN [flatten]
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#define UNITY_UNROLL [unroll]
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#define UNITY_UNROLLX(_x) [unroll(_x)]
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#define UNITY_LOOP [loop]
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// OpenGL 4.1 SM 5.0 https://docs.unity3d.com/Manual/SL-ShaderCompileTargets.html
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#if (SHADER_TARGET >= 46)
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#define OPENGL4_1_SM5 1
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#else
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#define OPENGL4_1_SM5 0
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#endif
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// Initialize arbitrary structure with zero values.
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// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0
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#define ZERO_INITIALIZE(type, name) name = (type)0;
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#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } }
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// Texture util abstraction
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#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2)
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// Texture abstraction
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#define TEXTURE2D(textureName) Texture2D textureName
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#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName
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#define TEXTURECUBE(textureName) TextureCube textureName
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#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName
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#define TEXTURE3D(textureName) Texture3D textureName
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#define TEXTURE2D_FLOAT(textureName) TEXTURE2D(textureName)
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#define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURE2D_ARRAY(textureName)
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#define TEXTURECUBE_FLOAT(textureName) TEXTURECUBE(textureName)
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#define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_ARRAY(textureName)
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#define TEXTURE3D_FLOAT(textureName) TEXTURE3D(textureName)
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#define TEXTURE2D_HALF(textureName) TEXTURE2D(textureName)
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#define TEXTURE2D_ARRAY_HALF(textureName) TEXTURE2D_ARRAY(textureName)
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#define TEXTURECUBE_HALF(textureName) TEXTURECUBE(textureName)
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#define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_ARRAY(textureName)
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#define TEXTURE3D_HALF(textureName) TEXTURE3D(textureName)
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#define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName)
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#define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName)
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#define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName)
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#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName)
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#define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName
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#define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray<type> textureName
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#define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName
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#define SAMPLER(samplerName) SamplerState samplerName
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#define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName
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#define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue
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#define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName)
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#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName)
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#define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName)
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#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName)
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#define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName)
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#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName)
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#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName)
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#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName)
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#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName)
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#define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
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#define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
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#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
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#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
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#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
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#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy)
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#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
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#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
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#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
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#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy)
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#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
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#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
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#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
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#ifdef UNITY_NO_CUBEMAP_ARRAY
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#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY)
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#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD)
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#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS)
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#else
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#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
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#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
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#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias)
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#endif
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#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
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#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
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#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)
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#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z)
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#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w)
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#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w)
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|
||||
#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
|
||||
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
|
||||
|
||||
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
|
||||
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
|
||||
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
|
||||
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
|
||||
#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex)
|
||||
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
|
||||
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
|
||||
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
|
||||
|
||||
#if OPENGL4_1_SM5
|
||||
#define PLATFORM_SUPPORT_GATHER
|
||||
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
|
||||
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
|
||||
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3)
|
||||
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index))
|
||||
#else
|
||||
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D)
|
||||
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY)
|
||||
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE)
|
||||
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY)
|
||||
#endif
|
@@ -0,0 +1,164 @@
|
||||
#ifndef SHADER_API_GLES
|
||||
#error GLES.hlsl should not be included if SHADER_API_GLES is not defined
|
||||
#endif
|
||||
|
||||
#define UNITY_UV_STARTS_AT_TOP 0
|
||||
#define UNITY_REVERSED_Z 0
|
||||
#define UNITY_NEAR_CLIP_VALUE (-1.0)
|
||||
|
||||
// This value will not go through any matrix projection convertion
|
||||
#define UNITY_RAW_FAR_CLIP_VALUE (1.0)
|
||||
#define VERTEXID_SEMANTIC gl_VertexID
|
||||
#define INSTANCEID_SEMANTIC gl_InstanceID
|
||||
#define FRONT_FACE_SEMANTIC VFACE
|
||||
#define FRONT_FACE_TYPE float
|
||||
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL > 0.0) ? (FRONT) : (BACK))
|
||||
|
||||
#define CBUFFER_START(name)
|
||||
#define CBUFFER_END
|
||||
|
||||
// flow control attributes
|
||||
#define UNITY_BRANCH [branch]
|
||||
#define UNITY_FLATTEN [flatten]
|
||||
#define UNITY_UNROLL [unroll]
|
||||
#define UNITY_UNROLLX(_x) [unroll(_x)]
|
||||
#define UNITY_LOOP [loop]
|
||||
|
||||
#define uint int
|
||||
|
||||
#define rcp(x) 1.0 / (x)
|
||||
#define ddx_fine ddx
|
||||
#define ddy_fine ddy
|
||||
#define asfloat
|
||||
#define asuint(x) asint(x)
|
||||
#define f32tof16
|
||||
#define f16tof32
|
||||
|
||||
#define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error #funcName is not supported on GLES 2.0
|
||||
|
||||
// Initialize arbitrary structure with zero values.
|
||||
// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0
|
||||
#define ZERO_INITIALIZE(type, name) name = (type)0;
|
||||
#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } }
|
||||
|
||||
// GLES2 might not have shadow hardware comparison support
|
||||
#if defined(UNITY_ENABLE_NATIVE_SHADOWS_LOOKUPS)
|
||||
#define SHADOW2D_TEXTURE_AND_SAMPLER sampler2DShadow
|
||||
#define SHADOWCUBE_TEXTURE_AND_SAMPLER samplerCUBEShadow
|
||||
#define SHADOW2D_SAMPLE(textureName, samplerName, coord3) shadow2D(textureName, coord3)
|
||||
#define SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) ((texCUBE(textureName,(coord4).xyz) < (coord4).w) ? 0.0 : 1.0)
|
||||
#else
|
||||
// emulate hardware comparison
|
||||
#define SHADOW2D_TEXTURE_AND_SAMPLER sampler2D_float
|
||||
#define SHADOWCUBE_TEXTURE_AND_SAMPLER samplerCUBE_float
|
||||
#define SHADOW2D_SAMPLE(textureName, samplerName, coord3) ((SAMPLE_DEPTH_TEXTURE(textureName, samplerName, (coord3).xy) < (coord3).z) ? 0.0 : 1.0)
|
||||
#define SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) ((texCUBE(textureName,(coord4).xyz).r < (coord4).w) ? 0.0 : 1.0)
|
||||
#endif
|
||||
|
||||
// Texture util abstraction
|
||||
|
||||
#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) #error calculate Level of Detail not supported in GLES2
|
||||
|
||||
// Texture abstraction
|
||||
|
||||
#define TEXTURE2D(textureName) sampler2D textureName
|
||||
#define TEXTURE2D_ARRAY(textureName) samplerCUBE textureName // No support to texture2DArray
|
||||
#define TEXTURECUBE(textureName) samplerCUBE textureName
|
||||
#define TEXTURECUBE_ARRAY(textureName) samplerCUBE textureName // No supoport to textureCubeArray and can't emulate with texture2DArray
|
||||
#define TEXTURE3D(textureName) sampler3D textureName
|
||||
|
||||
#define TEXTURE2D_FLOAT(textureName) sampler2D_float textureName
|
||||
#define TEXTURE2D_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) // No support to texture2DArray
|
||||
#define TEXTURECUBE_FLOAT(textureName) samplerCUBE_float textureName
|
||||
#define TEXTURECUBE_ARRAY_FLOAT(textureName) TEXTURECUBE_FLOAT(textureName) // No support to textureCubeArray
|
||||
#define TEXTURE3D_FLOAT(textureName) sampler3D_float textureName
|
||||
|
||||
#define TEXTURE2D_HALF(textureName) sampler2D_half textureName
|
||||
#define TEXTURE2D_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) // No support to texture2DArray
|
||||
#define TEXTURECUBE_HALF(textureName) samplerCUBE_half textureName
|
||||
#define TEXTURECUBE_ARRAY_HALF(textureName) TEXTURECUBE_HALF(textureName) // No support to textureCubeArray
|
||||
#define TEXTURE3D_HALF(textureName) sampler3D_half textureName
|
||||
|
||||
#define TEXTURE2D_SHADOW(textureName) SHADOW2D_TEXTURE_AND_SAMPLER textureName
|
||||
#define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) // No support to texture array
|
||||
#define TEXTURECUBE_SHADOW(textureName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName
|
||||
#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) // No support to texture array
|
||||
|
||||
#define RW_TEXTURE2D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D)
|
||||
#define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray)
|
||||
#define RW_TEXTURE3D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D)
|
||||
|
||||
#define SAMPLER(samplerName)
|
||||
#define SAMPLER_CMP(samplerName)
|
||||
#define ASSIGN_SAMPLER(samplerName, samplerValue)
|
||||
|
||||
#define TEXTURE2D_PARAM(textureName, samplerName) sampler2D textureName
|
||||
#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName
|
||||
#define TEXTURECUBE_PARAM(textureName, samplerName) samplerCUBE textureName
|
||||
#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) samplerCUBE textureName
|
||||
#define TEXTURE3D_PARAM(textureName, samplerName) sampler3D textureName
|
||||
#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) SHADOW2D_TEXTURE_AND_SAMPLER textureName
|
||||
#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName
|
||||
#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName
|
||||
|
||||
#define TEXTURE2D_ARGS(textureName, samplerName) textureName
|
||||
#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName
|
||||
#define TEXTURECUBE_ARGS(textureName, samplerName) textureName
|
||||
#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName
|
||||
#define TEXTURE3D_ARGS(textureName, samplerName) textureName
|
||||
#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName
|
||||
#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName
|
||||
#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName
|
||||
|
||||
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2)
|
||||
|
||||
#if (SHADER_TARGET >= 30)
|
||||
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0, lod))
|
||||
#else
|
||||
// No lod support. Very poor approximation with bias.
|
||||
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, lod)
|
||||
#endif
|
||||
|
||||
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) tex2Dbias(textureName, float4(coord2, 0, bias))
|
||||
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) SAMPLE_TEXTURE2D(textureName, samplerName, coord2)
|
||||
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY)
|
||||
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_LOD)
|
||||
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_BIAS)
|
||||
#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_GRAD)
|
||||
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3)
|
||||
// No lod support. Very poor approximation with bias.
|
||||
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod)
|
||||
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) texCUBEbias(textureName, float4(coord3, bias))
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY)
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD)
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS)
|
||||
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3)
|
||||
#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE3D_LOD)
|
||||
|
||||
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) SHADOW2D_SAMPLE(textureName, samplerName, coord3)
|
||||
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURE2D_ARRAY_SHADOW)
|
||||
#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) SHADOWCUBE_SAMPLE(textureName, samplerName, coord4)
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_SHADOW)
|
||||
|
||||
#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
|
||||
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
|
||||
|
||||
// Not supported. Can't define as error because shader library is calling these functions.
|
||||
#define LOAD_TEXTURE2D(textureName, unCoord2) half4(0, 0, 0, 0)
|
||||
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0)
|
||||
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0)
|
||||
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0)
|
||||
#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) half4(0, 0, 0, 0)
|
||||
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0)
|
||||
#define LOAD_TEXTURE3D(textureName, unCoord3) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D)
|
||||
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) ERROR_ON_UNSUPPORTED_FUNCTION(LOAD_TEXTURE3D_LOD)
|
||||
|
||||
// Gather not supported. Fallback to regular texture sampling.
|
||||
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D)
|
||||
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY)
|
||||
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE)
|
||||
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY)
|
||||
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D)
|
||||
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D)
|
||||
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D)
|
||||
#define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D)
|
@@ -0,0 +1,168 @@
|
||||
#ifndef SHADER_API_GLES3
|
||||
#error GLES.hlsl should not be included if SHADER_API_GLES3 is not defined
|
||||
#endif
|
||||
|
||||
#define UNITY_UV_STARTS_AT_TOP 0
|
||||
#define UNITY_REVERSED_Z 0
|
||||
#define UNITY_NEAR_CLIP_VALUE (-1.0)
|
||||
|
||||
// This value will not go through any matrix projection convertion
|
||||
#define UNITY_RAW_FAR_CLIP_VALUE (1.0)
|
||||
#define VERTEXID_SEMANTIC SV_VertexID
|
||||
#define INSTANCEID_SEMANTIC SV_InstanceID
|
||||
#define FRONT_FACE_SEMANTIC VFACE
|
||||
#define FRONT_FACE_TYPE float
|
||||
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL > 0.0) ? (FRONT) : (BACK))
|
||||
|
||||
#define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error #funcName is not supported on GLES 3.0
|
||||
|
||||
#define CBUFFER_START(name) cbuffer name {
|
||||
#define CBUFFER_END };
|
||||
|
||||
|
||||
// flow control attributes
|
||||
#define UNITY_BRANCH [branch]
|
||||
#define UNITY_FLATTEN [flatten]
|
||||
#define UNITY_UNROLL [unroll]
|
||||
#define UNITY_UNROLLX(_x) [unroll(_x)]
|
||||
#define UNITY_LOOP [loop]
|
||||
|
||||
// GLES 3.1 + AEP shader feature https://docs.unity3d.com/Manual/SL-ShaderCompileTargets.html
|
||||
#if (SHADER_TARGET >= 40)
|
||||
#define GLES3_1_AEP 1
|
||||
#else
|
||||
#define GLES3_1_AEP 0
|
||||
#endif
|
||||
|
||||
// Initialize arbitrary structure with zero values.
|
||||
// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0
|
||||
#define ZERO_INITIALIZE(type, name) name = (type)0;
|
||||
#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } }
|
||||
|
||||
// Texture util abstraction
|
||||
|
||||
#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2)
|
||||
|
||||
// Texture abstraction
|
||||
|
||||
#define TEXTURE2D(textureName) Texture2D textureName
|
||||
#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName
|
||||
#define TEXTURECUBE(textureName) TextureCube textureName
|
||||
#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName
|
||||
#define TEXTURE3D(textureName) Texture3D textureName
|
||||
|
||||
#define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName
|
||||
#define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray_float textureName
|
||||
#define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName
|
||||
#define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray_float textureName
|
||||
#define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName
|
||||
|
||||
#define TEXTURE2D_HALF(textureName) Texture2D_half textureName
|
||||
#define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray_half textureName
|
||||
#define TEXTURECUBE_HALF(textureName) TextureCube_half textureName
|
||||
#define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray_half textureName
|
||||
#define TEXTURE3D_HALF(textureName) Texture3D_half textureName
|
||||
|
||||
#define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName)
|
||||
#define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName)
|
||||
#define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName)
|
||||
#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName)
|
||||
|
||||
#if GLES3_1_AEP
|
||||
#define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName
|
||||
#define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray<type> textureName
|
||||
#define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName
|
||||
#else
|
||||
#define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D)
|
||||
#define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray)
|
||||
#define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D)
|
||||
#endif
|
||||
|
||||
#define SAMPLER(samplerName) SamplerState samplerName
|
||||
#define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName
|
||||
#define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue
|
||||
|
||||
#define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName)
|
||||
#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName)
|
||||
#define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName)
|
||||
#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName)
|
||||
#define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName)
|
||||
|
||||
#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName)
|
||||
#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName)
|
||||
#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName)
|
||||
#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName)
|
||||
|
||||
#define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName
|
||||
|
||||
#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
|
||||
|
||||
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
|
||||
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
|
||||
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
|
||||
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) textureName.SampleGrad(samplerName, coord2, ddx, ddy)
|
||||
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
|
||||
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
|
||||
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
|
||||
#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy)
|
||||
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
|
||||
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
|
||||
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
|
||||
|
||||
#ifdef UNITY_NO_CUBEMAP_ARRAY
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY)
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_LOD)
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)ERROR_ON_UNSUPPORTED_FUNCTION(SAMPLE_TEXTURECUBE_ARRAY_BIAS)
|
||||
#else
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias)textureName.SampleBias(samplerName, float4(coord3, index), bias)
|
||||
#endif
|
||||
|
||||
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
|
||||
#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
|
||||
|
||||
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)
|
||||
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z)
|
||||
#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w)
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w)
|
||||
|
||||
#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
|
||||
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
|
||||
|
||||
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
|
||||
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
|
||||
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
|
||||
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
|
||||
#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex)
|
||||
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
|
||||
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
|
||||
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
|
||||
|
||||
#if GLES3_1_AEP
|
||||
#define PLATFORM_SUPPORT_GATHER
|
||||
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
|
||||
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
|
||||
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3)
|
||||
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index))
|
||||
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
|
||||
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
|
||||
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)
|
||||
#define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2)
|
||||
#else
|
||||
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D)
|
||||
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURE2D_ARRAY)
|
||||
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE)
|
||||
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_TEXTURECUBE_ARRAY)
|
||||
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_RED_TEXTURE2D)
|
||||
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_GREEN_TEXTURE2D)
|
||||
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_BLUE_TEXTURE2D)
|
||||
#define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) ERROR_ON_UNSUPPORTED_FUNCTION(GATHER_ALPHA_TEXTURE2D)
|
||||
#endif
|
@@ -0,0 +1,135 @@
|
||||
// This file assumes SHADER_API_METAL is defined
|
||||
// TODO: This is a straight copy from D3D11.hlsl. Go through all this stuff and adjust where needed.
|
||||
|
||||
#define UNITY_UV_STARTS_AT_TOP 1
|
||||
#define UNITY_REVERSED_Z 1
|
||||
#define UNITY_NEAR_CLIP_VALUE (1.0)
|
||||
// This value will not go through any matrix projection conversion
|
||||
#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
|
||||
#define VERTEXID_SEMANTIC SV_VertexID
|
||||
#define INSTANCEID_SEMANTIC SV_InstanceID
|
||||
#define FRONT_FACE_SEMANTIC SV_IsFrontFace
|
||||
#define FRONT_FACE_TYPE bool
|
||||
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))
|
||||
|
||||
#define CBUFFER_START(name) cbuffer name {
|
||||
#define CBUFFER_END };
|
||||
|
||||
#define PLATFORM_SUPPORTS_EXPLICIT_BINDING
|
||||
#define PLATFORM_NEEDS_UNORM_UAV_SPECIFIER
|
||||
#define PLATFORM_SUPPORTS_BUFFER_ATOMICS_IN_PIXEL_SHADER
|
||||
|
||||
// flow control attributes
|
||||
#define UNITY_BRANCH [branch]
|
||||
#define UNITY_FLATTEN [flatten]
|
||||
#define UNITY_UNROLL [unroll]
|
||||
#define UNITY_UNROLLX(_x) [unroll(_x)]
|
||||
#define UNITY_LOOP [loop]
|
||||
|
||||
// Initialize arbitrary structure with zero values.
|
||||
// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0
|
||||
#define ZERO_INITIALIZE(type, name) name = (type)0;
|
||||
#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } }
|
||||
|
||||
// Texture util abstraction
|
||||
|
||||
#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2)
|
||||
|
||||
// Texture abstraction
|
||||
|
||||
#define TEXTURE2D(textureName) Texture2D textureName
|
||||
#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName
|
||||
#define TEXTURECUBE(textureName) TextureCube textureName
|
||||
#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName
|
||||
#define TEXTURE3D(textureName) Texture3D textureName
|
||||
|
||||
#define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName
|
||||
#define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray_float textureName
|
||||
#define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName
|
||||
#define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray_float textureName
|
||||
#define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName
|
||||
|
||||
#define TEXTURE2D_HALF(textureName) Texture2D_half textureName
|
||||
#define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray_half textureName
|
||||
#define TEXTURECUBE_HALF(textureName) TextureCube_half textureName
|
||||
#define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray_half textureName
|
||||
#define TEXTURE3D_HALF(textureName) Texture3D_half textureName
|
||||
|
||||
#define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName)
|
||||
#define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName)
|
||||
#define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName)
|
||||
#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName)
|
||||
|
||||
#define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName
|
||||
#define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray<type> textureName
|
||||
#define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName
|
||||
|
||||
#define SAMPLER(samplerName) SamplerState samplerName
|
||||
#define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName
|
||||
#define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue
|
||||
|
||||
#define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName)
|
||||
#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName)
|
||||
#define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName)
|
||||
#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName)
|
||||
#define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName)
|
||||
|
||||
#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName)
|
||||
#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName)
|
||||
#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName)
|
||||
#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName)
|
||||
|
||||
#define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName
|
||||
|
||||
#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
|
||||
|
||||
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
|
||||
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
|
||||
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
|
||||
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy)
|
||||
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
|
||||
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
|
||||
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
|
||||
#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy)
|
||||
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
|
||||
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
|
||||
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
|
||||
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
|
||||
#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
|
||||
|
||||
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)
|
||||
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z)
|
||||
#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w)
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w)
|
||||
|
||||
#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
|
||||
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
|
||||
|
||||
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
|
||||
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
|
||||
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
|
||||
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
|
||||
#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex)
|
||||
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
|
||||
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
|
||||
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
|
||||
|
||||
#define PLATFORM_SUPPORT_GATHER
|
||||
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
|
||||
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
|
||||
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3)
|
||||
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index))
|
||||
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
|
||||
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
|
||||
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)
|
||||
#define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2)
|
@@ -0,0 +1,134 @@
|
||||
// This file assume SHADER_API_SWITCH is defined
|
||||
// TODO: This is a straight copy from D3D11.hlsl. Go through all this stuff and adjust where needed.
|
||||
|
||||
#define UNITY_UV_STARTS_AT_TOP 1
|
||||
#define UNITY_REVERSED_Z 1
|
||||
#define UNITY_NEAR_CLIP_VALUE (1.0)
|
||||
// This value will not go through any matrix projection conversion
|
||||
#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
|
||||
#define VERTEXID_SEMANTIC SV_VertexID
|
||||
#define INSTANCEID_SEMANTIC SV_InstanceID
|
||||
#define FRONT_FACE_SEMANTIC SV_IsFrontFace
|
||||
#define FRONT_FACE_TYPE bool
|
||||
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))
|
||||
|
||||
#define CBUFFER_START(name) cbuffer name {
|
||||
#define CBUFFER_END };
|
||||
|
||||
#define PLATFORM_SUPPORTS_EXPLICIT_BINDING
|
||||
#define PLATFORM_NEEDS_UNORM_UAV_SPECIFIER
|
||||
#define PLATFORM_LANE_COUNT 32
|
||||
|
||||
// flow control attributes
|
||||
#define UNITY_BRANCH [branch]
|
||||
#define UNITY_FLATTEN [flatten]
|
||||
#define UNITY_UNROLL [unroll]
|
||||
#define UNITY_UNROLLX(_x) [unroll(_x)]
|
||||
#define UNITY_LOOP [loop]
|
||||
|
||||
// Initialize arbitrary structure with zero values.
|
||||
// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0
|
||||
#define ZERO_INITIALIZE(type, name) name = (type)0;
|
||||
#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } }
|
||||
|
||||
// Texture util abstraction
|
||||
|
||||
#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2)
|
||||
|
||||
// Texture abstraction
|
||||
|
||||
#define TEXTURE2D(textureName) Texture2D textureName
|
||||
#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName
|
||||
#define TEXTURECUBE(textureName) TextureCube textureName
|
||||
#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName
|
||||
#define TEXTURE3D(textureName) Texture3D textureName
|
||||
|
||||
#define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName
|
||||
#define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray_float textureName
|
||||
#define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName
|
||||
#define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray_float textureName
|
||||
#define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName
|
||||
|
||||
#define TEXTURE2D_HALF(textureName) Texture2D_half textureName
|
||||
#define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray_half textureName
|
||||
#define TEXTURECUBE_HALF(textureName) TextureCube_half textureName
|
||||
#define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray_half textureName
|
||||
#define TEXTURE3D_HALF(textureName) Texture3D_half textureName
|
||||
|
||||
#define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName)
|
||||
#define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName)
|
||||
#define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName)
|
||||
#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName)
|
||||
|
||||
#define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName
|
||||
#define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray<type> textureName
|
||||
#define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName
|
||||
|
||||
#define SAMPLER(samplerName) SamplerState samplerName
|
||||
#define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName
|
||||
#define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue
|
||||
|
||||
#define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName)
|
||||
#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName)
|
||||
#define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName)
|
||||
#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName)
|
||||
#define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName)
|
||||
|
||||
#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName)
|
||||
#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName)
|
||||
#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName)
|
||||
#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName)
|
||||
|
||||
#define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName
|
||||
|
||||
#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
|
||||
|
||||
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
|
||||
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
|
||||
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
|
||||
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy)
|
||||
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
|
||||
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
|
||||
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
|
||||
#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy)
|
||||
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
|
||||
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
|
||||
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
|
||||
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
|
||||
#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
|
||||
|
||||
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)
|
||||
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z)
|
||||
#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w)
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w)
|
||||
|
||||
#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
|
||||
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
|
||||
|
||||
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
|
||||
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
|
||||
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
|
||||
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
|
||||
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
|
||||
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
|
||||
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
|
||||
|
||||
#define PLATFORM_SUPPORT_GATHER
|
||||
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
|
||||
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
|
||||
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3)
|
||||
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index))
|
||||
#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
|
||||
#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
|
||||
#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)
|
||||
#define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2)
|
@@ -0,0 +1,38 @@
|
||||
// Wait for a fix from Trunk #error not supported yet
|
||||
/*
|
||||
#define REQUIRE_DEFINED(X_) \
|
||||
#ifndef X_ \
|
||||
#error X_ must be defined (in) the platform include \
|
||||
#endif X_ \
|
||||
|
||||
REQUIRE_DEFINED(UNITY_UV_STARTS_AT_TOP)
|
||||
REQUIRE_DEFINED(UNITY_REVERSED_Z)
|
||||
REQUIRE_DEFINED(UNITY_NEAR_CLIP_VALUE)
|
||||
REQUIRE_DEFINED(FACE)
|
||||
|
||||
REQUIRE_DEFINED(CBUFFER_START)
|
||||
REQUIRE_DEFINED(CBUFFER_END)
|
||||
|
||||
REQUIRE_DEFINED(INITIALIZE_OUTPUT)
|
||||
|
||||
*/
|
||||
|
||||
|
||||
// Default values for things that have not been defined in the platform headers
|
||||
|
||||
// default flow control attributes
|
||||
#ifndef UNITY_BRANCH
|
||||
# define UNITY_BRANCH
|
||||
#endif
|
||||
#ifndef UNITY_FLATTEN
|
||||
# define UNITY_FLATTEN
|
||||
#endif
|
||||
#ifndef UNITY_UNROLL
|
||||
# define UNITY_UNROLL
|
||||
#endif
|
||||
#ifndef UNITY_UNROLLX
|
||||
# define UNITY_UNROLLX(_x)
|
||||
#endif
|
||||
#ifndef UNITY_LOOP
|
||||
# define UNITY_LOOP
|
||||
#endif
|
@@ -0,0 +1,136 @@
|
||||
// This file assume SHADER_API_VULKAN is defined
|
||||
// TODO: This is a straight copy from D3D11.hlsl. Go through all this stuff and adjust where needed.
|
||||
|
||||
#define UNITY_UV_STARTS_AT_TOP 1
|
||||
#define UNITY_REVERSED_Z 1
|
||||
#define UNITY_NEAR_CLIP_VALUE (1.0)
|
||||
// This value will not go through any matrix projection conversion
|
||||
#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
|
||||
#define VERTEXID_SEMANTIC SV_VertexID
|
||||
#define INSTANCEID_SEMANTIC SV_InstanceID
|
||||
#define FRONT_FACE_SEMANTIC SV_IsFrontFace
|
||||
#define FRONT_FACE_TYPE bool
|
||||
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))
|
||||
|
||||
#define CBUFFER_START(name) cbuffer name {
|
||||
#define CBUFFER_END };
|
||||
|
||||
#define PLATFORM_SUPPORTS_EXPLICIT_BINDING
|
||||
#define PLATFORM_NEEDS_UNORM_UAV_SPECIFIER
|
||||
#define PLATFORM_SUPPORTS_BUFFER_ATOMICS_IN_PIXEL_SHADER
|
||||
#define PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER
|
||||
|
||||
// flow control attributes
|
||||
#define UNITY_BRANCH [branch]
|
||||
#define UNITY_FLATTEN [flatten]
|
||||
#define UNITY_UNROLL [unroll]
|
||||
#define UNITY_UNROLLX(_x) [unroll(_x)]
|
||||
#define UNITY_LOOP [loop]
|
||||
|
||||
// Initialize arbitrary structure with zero values.
|
||||
// Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0
|
||||
#define ZERO_INITIALIZE(type, name) name = (type)0;
|
||||
#define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } }
|
||||
|
||||
// Texture util abstraction
|
||||
|
||||
#define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) textureName.CalculateLevelOfDetail(samplerName, coord2)
|
||||
|
||||
// Texture abstraction
|
||||
|
||||
#define TEXTURE2D(textureName) Texture2D textureName
|
||||
#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName
|
||||
#define TEXTURECUBE(textureName) TextureCube textureName
|
||||
#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName
|
||||
#define TEXTURE3D(textureName) Texture3D textureName
|
||||
|
||||
#define TEXTURE2D_FLOAT(textureName) Texture2D_float textureName
|
||||
#define TEXTURE2D_ARRAY_FLOAT(textureName) Texture2DArray_float textureName
|
||||
#define TEXTURECUBE_FLOAT(textureName) TextureCube_float textureName
|
||||
#define TEXTURECUBE_ARRAY_FLOAT(textureName) TextureCubeArray_float textureName
|
||||
#define TEXTURE3D_FLOAT(textureName) Texture3D_float textureName
|
||||
|
||||
#define TEXTURE2D_HALF(textureName) Texture2D_half textureName
|
||||
#define TEXTURE2D_ARRAY_HALF(textureName) Texture2DArray_half textureName
|
||||
#define TEXTURECUBE_HALF(textureName) TextureCube_half textureName
|
||||
#define TEXTURECUBE_ARRAY_HALF(textureName) TextureCubeArray_half textureName
|
||||
#define TEXTURE3D_HALF(textureName) Texture3D_half textureName
|
||||
|
||||
#define TEXTURE2D_SHADOW(textureName) TEXTURE2D(textureName)
|
||||
#define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURE2D_ARRAY(textureName)
|
||||
#define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName)
|
||||
#define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName)
|
||||
|
||||
#define RW_TEXTURE2D(type, textureName) RWTexture2D<type> textureName
|
||||
#define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray<type> textureName
|
||||
#define RW_TEXTURE3D(type, textureName) RWTexture3D<type> textureName
|
||||
|
||||
#define SAMPLER(samplerName) SamplerState samplerName
|
||||
#define SAMPLER_CMP(samplerName) SamplerComparisonState samplerName
|
||||
#define ASSIGN_SAMPLER(samplerName, samplerValue) samplerName = samplerValue
|
||||
|
||||
#define TEXTURE2D_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER(samplerName)
|
||||
#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER(samplerName)
|
||||
#define TEXTURECUBE_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER(samplerName)
|
||||
#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER(samplerName)
|
||||
#define TEXTURE3D_PARAM(textureName, samplerName) TEXTURE3D(textureName), SAMPLER(samplerName)
|
||||
|
||||
#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) TEXTURE2D(textureName), SAMPLER_CMP(samplerName)
|
||||
#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURE2D_ARRAY(textureName), SAMPLER_CMP(samplerName)
|
||||
#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE(textureName), SAMPLER_CMP(samplerName)
|
||||
#define TEXTURECUBE_ARRAY_SHADOW_PARAM(textureName, samplerName) TEXTURECUBE_ARRAY(textureName), SAMPLER_CMP(samplerName)
|
||||
|
||||
#define TEXTURE2D_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURECUBE_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURE3D_ARGS(textureName, samplerName) textureName, samplerName
|
||||
|
||||
#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
|
||||
#define TEXTURECUBE_ARRAY_SHADOW_ARGS(textureName, samplerName) textureName, samplerName
|
||||
|
||||
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
|
||||
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
|
||||
#define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) textureName.SampleBias(samplerName, coord2, bias)
|
||||
#define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, dpdx, dpdy) textureName.SampleGrad(samplerName, coord2, dpdx, dpdy)
|
||||
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3(coord2, index))
|
||||
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3(coord2, index), lod)
|
||||
#define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) textureName.SampleBias(samplerName, float3(coord2, index), bias)
|
||||
#define SAMPLE_TEXTURE2D_ARRAY_GRAD(textureName, samplerName, coord2, index, dpdx, dpdy) textureName.SampleGrad(samplerName, float3(coord2, index), dpdx, dpdy)
|
||||
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
|
||||
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
|
||||
#define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) textureName.SampleBias(samplerName, coord3, bias)
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Sample(samplerName, float4(coord3, index))
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) textureName.SampleLevel(samplerName, float4(coord3, index), lod)
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) textureName.SampleBias(samplerName, float4(coord3, index), bias)
|
||||
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
|
||||
#define SAMPLE_TEXTURE3D_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
|
||||
|
||||
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)
|
||||
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z)
|
||||
#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord4).xyz, (coord4).w)
|
||||
#define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) textureName.SampleCmpLevelZero(samplerName, float4((coord4).xyz, index), (coord4).w)
|
||||
|
||||
#define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r
|
||||
#define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r
|
||||
|
||||
#define LOAD_TEXTURE2D(textureName, unCoord2) textureName.Load(int3(unCoord2, 0))
|
||||
#define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) textureName.Load(int3(unCoord2, lod))
|
||||
#define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) textureName.Load(unCoord2, sampleIndex)
|
||||
#define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) textureName.Load(int4(unCoord2, index, 0))
|
||||
#define LOAD_TEXTURE2D_ARRAY_MSAA(textureName, unCoord2, index, sampleIndex) textureName.Load(int3(unCoord2, index), sampleIndex)
|
||||
#define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) textureName.Load(int4(unCoord2, index, lod))
|
||||
#define LOAD_TEXTURE3D(textureName, unCoord3) textureName.Load(int4(unCoord3, 0))
|
||||
#define LOAD_TEXTURE3D_LOD(textureName, unCoord3, lod) textureName.Load(int4(unCoord3, lod))
|
||||
|
||||
#define PLATFORM_SUPPORT_GATHER
|
||||
#define GATHER_TEXTURE2D(textureName, samplerName, coord2) textureName.Gather(samplerName, coord2)
|
||||
#define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Gather(samplerName, float3(coord2, index))
|
||||
#define GATHER_TEXTURECUBE(textureName, samplerName, coord3) textureName.Gather(samplerName, coord3)
|
||||
#define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.Gather(samplerName, float4(coord3, index))
|
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#define GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherRed(samplerName, coord2)
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#define GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherGreen(samplerName, coord2)
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#define GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherBlue(samplerName, coord2)
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#define GATHER_ALPHA_TEXTURE2D(textureName, samplerName, coord2) textureName.GatherAlpha(samplerName, coord2)
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Reference in New Issue
Block a user