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author Julian Sikorski <belegdol+github@gmail.com>2019-10-13 13:50:38 +0200
committer R. Belmont <rb6502@users.noreply.github.com>2019-10-13 07:50:38 -0400
commit0837e7451a84f95c29dbdb9bd6b8b931fee1635d (patch)
tree626bcbd250a7fbebdf5958a288d2f438d4f9fb5a /3rdparty/bgfx/examples/common/shaderlib.sh
parentc913ccb59d713ce0b91135520719ac5385e54358 (diff)
WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* Sync with bgfx upstream revision b91d0b6 * Sync with bx upstream revision d60912b * Sync with bimg upstream revision bd81f60 * Add astc-codec decoder * Rename VertexDecl to VertexLayout * Rename UniformType enum Int1 to Sampler. * Add NVN stub * Fix unused-const-variable error on macOS * Drop redundant explicit language parameters buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only applied to objective c++ files. As such, hardcoding -x offers no benefit while preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on macOS) from working. * Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning * Build bgfx as Objective-C++ on macOS It is needed due to included headers * Enable Direct3D12 and Vulkan bgfx rendering backends * Enable building of spirv shaders * Properly escape /c in cmd call * Comment out dx12 bgfx renderer * Honor VERBOSE setting during shaders build * Only invert hlsl shader XYZ_TO_sRGB matrix for opengl * Add spirv shaders * OpenGL ES needs transposed matrix too * Metal needs transposed matrix as well
Diffstat (limited to '3rdparty/bgfx/examples/common/shaderlib.sh')
-rw-r--r--3rdparty/bgfx/examples/common/shaderlib.sh20
1 files changed, 19 insertions, 1 deletions
diff --git a/3rdparty/bgfx/examples/common/shaderlib.sh b/3rdparty/bgfx/examples/common/shaderlib.sh
index 2bcd43d7df2..f0aee192493 100644
--- a/3rdparty/bgfx/examples/common/shaderlib.sh
+++ b/3rdparty/bgfx/examples/common/shaderlib.sh
@@ -1,5 +1,5 @@
/*
- * Copyright 2011-2018 Branimir Karadzic. All rights reserved.
+ * Copyright 2011-2019 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
@@ -392,4 +392,22 @@ vec2 texture2DBc5(sampler2D _sampler, vec2 _uv)
#endif
}
+mat3 cofactor( mat4 _m )
+{
+ // Reference:
+ // Cofactor of matrix. Use to transform normals. The code assumes the last column of _m is [0,0,0,1].
+ // https://www.shadertoy.com/view/3s33zj
+ // https://github.com/graphitemaster/normals_revisited
+ return mat3(
+ _m[1][1]*_m[2][2]-_m[1][2]*_m[2][1],
+ _m[1][2]*_m[2][0]-_m[1][0]*_m[2][2],
+ _m[1][0]*_m[2][1]-_m[1][1]*_m[2][0],
+ _m[0][2]*_m[2][1]-_m[0][1]*_m[2][2],
+ _m[0][0]*_m[2][2]-_m[0][2]*_m[2][0],
+ _m[0][1]*_m[2][0]-_m[0][0]*_m[2][1],
+ _m[0][1]*_m[1][2]-_m[0][2]*_m[1][1],
+ _m[0][2]*_m[1][0]-_m[0][0]*_m[1][2],
+ _m[0][0]*_m[1][1]-_m[0][1]*_m[1][0] );
+}
+
#endif // __SHADERLIB_SH__