mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-25 19:15:16 +00:00
58 lines
2.2 KiB
HLSL
58 lines
2.2 KiB
HLSL
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// For now OpenGL is considered at GLES2 level
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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_GATHER_SUPPORTED 0
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#define UNITY_CAN_READ_POSITION_IN_FRAGMENT_PROGRAM 1
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#define TEXTURE2D_SAMPLER2D(textureName, samplerName) sampler2D textureName
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#define TEXTURE3D_SAMPLER3D(textureName, samplerName) sampler3D textureName
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#define TEXTURE2D(textureName) sampler2D textureName
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#define SAMPLER2D(samplerName)
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#define TEXTURE3D(textureName) sampler3D textureName
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#define SAMPLER3D(samplerName)
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#define TEXTURE2D_ARGS(textureName, samplerName) sampler2D textureName
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#define TEXTURE2D_PARAM(textureName, samplerName) textureName
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#define TEXTURE3D_ARGS(textureName, samplerName) sampler3D textureName
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#define TEXTURE3D_PARAM(textureName, samplerName) textureName
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#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2)
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#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0.0, lod))
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#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3)
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#define LOAD_TEXTURE2D(textureName, texelSize, icoord2) tex2D(textureName, icoord2 / texelSize)
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#define LOAD_TEXTURE2D_LOD(textureName, texelSize, icoord2) tex2Dlod(textureName, float4(icoord2 / texelSize, 0.0, lod))
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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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#if SHADER_API_GLES
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# define UNITY_BRANCH
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# define UNITY_FLATTEN
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# define UNITY_UNROLL
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# define UNITY_LOOP
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# define UNITY_FASTOPT
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#else
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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_LOOP [loop]
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# define UNITY_FASTOPT [fastopt]
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#endif
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#define CBUFFER_START(name)
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#define CBUFFER_END
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#define FXAA_HLSL_3 1
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#define SMAA_HLSL_3 1
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// pragma exclude_renderers is only supported since Unity 2018.1 for compute shaders
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#if UNITY_VERSION < 201810 && !defined(SHADER_API_GLCORE)
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# define DISABLE_COMPUTE_SHADERS 1
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# define TRIVIAL_COMPUTE_KERNEL(name) [numthreads(1, 1, 1)] void name() {}
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#endif
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