/* * Copyright 2020-2022 Matias N. Goldberg * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ #define min3( a, b, c ) min( a, min( b, c ) ) #define max3( a, b, c ) max( a, max( b, c ) ) #define float2 vec2 #define float3 vec3 #define float4 vec4 #define int2 ivec2 #define int3 ivec3 #define int4 ivec4 #define uint2 uvec2 #define uint3 uvec3 #define uint4 uvec4 #define float2x2 mat2 #define float3x3 mat3 #define float4x4 mat4 #define ogre_float4x3 mat3x4 #define ushort uint #define ushort3 uint3 #define ushort4 uint4 //Short used for read operations. It's an int in GLSL & HLSL. An ushort in Metal #define rshort int #define rshort2 int2 #define rint int //Short used for write operations. It's an int in GLSL. An ushort in HLSL & Metal #define wshort2 int2 #define wshort3 int3 #define toFloat3x3( x ) mat3( x ) #define buildFloat3x3( row0, row1, row2 ) mat3( row0, row1, row2 ) #define mul( x, y ) ((x) * (y)) #define saturate(x) clamp( (x), 0.0, 1.0 ) #define lerp mix #define rsqrt inversesqrt #define INLINE #define NO_INTERPOLATION_PREFIX flat #define NO_INTERPOLATION_SUFFIX #define PARAMS_ARG_DECL #define PARAMS_ARG #define reversebits bitfieldReverse #define OGRE_Sample( tex, sampler, uv ) texture( tex, uv ) #define OGRE_SampleLevel( tex, sampler, uv, lod ) textureLod( tex, uv, lod ) #define OGRE_SampleArray2D( tex, sampler, uv, arrayIdx ) texture( tex, vec3( uv, arrayIdx ) ) #define OGRE_SampleArray2DLevel( tex, sampler, uv, arrayIdx, lod ) textureLod( tex, vec3( uv, arrayIdx ), lod ) #define OGRE_SampleArrayCubeLevel( tex, sampler, uv, arrayIdx, lod ) textureLod( tex, vec4( uv, arrayIdx ), lod ) #define OGRE_SampleGrad( tex, sampler, uv, ddx, ddy ) textureGrad( tex, uv, ddx, ddy ) #define OGRE_SampleArray2DGrad( tex, sampler, uv, arrayIdx, ddx, ddy ) textureGrad( tex, vec3( uv, arrayIdx ), ddx, ddy ) #define OGRE_ddx( val ) dFdx( val ) #define OGRE_ddy( val ) dFdy( val ) #define OGRE_Load2D( tex, iuv, lod ) texelFetch( tex, iuv, lod ) #define OGRE_LoadArray2D( tex, iuv, arrayIdx, lod ) texelFetch( tex, ivec3( iuv, arrayIdx ), lod ) #define OGRE_Load2DMS( tex, iuv, subsample ) texelFetch( tex, iuv, subsample ) #define OGRE_Load3D( tex, iuv, lod ) texelFetch( tex, ivec3( iuv ), lod ) #define OGRE_GatherRed( tex, sampler, uv ) textureGather( tex, uv, 0 ) #define OGRE_GatherGreen( tex, sampler, uv ) textureGather( tex, uv, 1 ) #define OGRE_GatherBlue( tex, sampler, uv ) textureGather( tex, uv, 2 ) #define bufferFetch1( buffer, idx ) texelFetch( buffer, idx ).x #define OGRE_SAMPLER_ARG_DECL( samplerName ) #define OGRE_SAMPLER_ARG( samplerName ) #define OGRE_Texture3D_float4 sampler3D #define OGRE_OUT_REF( declType, variableName ) out declType variableName #define OGRE_INOUT_REF( declType, variableName ) inout declType variableName