diff options
Diffstat (limited to '3rdparty/bgfx/src/bgfx_shader.sh')
-rw-r--r-- | 3rdparty/bgfx/src/bgfx_shader.sh | 16 |
1 files changed, 12 insertions, 4 deletions
diff --git a/3rdparty/bgfx/src/bgfx_shader.sh b/3rdparty/bgfx/src/bgfx_shader.sh index 52de12e84a0..c3d74bb9b6b 100644 --- a/3rdparty/bgfx/src/bgfx_shader.sh +++ b/3rdparty/bgfx/src/bgfx_shader.sh @@ -199,7 +199,6 @@ float bgfxShadow2DProj(sampler2DShadow _sampler, vec4 _coord) # define SAMPLER2D(_name, _reg) uniform sampler2D _name : register(s ## _reg) # define texture2D(_sampler, _coord) tex2D(_sampler, _coord) -# define texture2DLod(_sampler, _coord, _level) tex2Dlod(_sampler, vec4( (_coord).xy, 0.0, _level) ) # define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord) # define SAMPLER2DSHADOW(_name, _reg) uniform sampler2DShadow _name : register(s ## _reg) @@ -208,12 +207,21 @@ float bgfxShadow2DProj(sampler2DShadow _sampler, vec4 _coord) # define SAMPLER3D(_name, _reg) uniform sampler3D _name : register(s ## _reg) # define texture3D(_sampler, _coord) tex3D(_sampler, _coord) -# define texture3DLod(_sampler, _coord, _level) tex3Dlod(_sampler, vec4( (_coord).xyz, _level) ) # define SAMPLERCUBE(_name, _reg) uniform samplerCUBE _name : register(s[_reg]) # define textureCube(_sampler, _coord) texCUBE(_sampler, _coord) -# define textureCubeLod(_sampler, _coord, _level) texCUBElod(_sampler, vec4( (_coord).xyz, _level) ) -# endif // + +# if BGFX_SHADER_LANGUAGE_HLSL == 2 +# define texture2DLod(_sampler, _coord, _level) tex2D(_sampler, (_coord).xy) +# define texture3DLod(_sampler, _coord, _level) tex3D(_sampler, (_coord).xyz) +# define textureCubeLod(_sampler, _coord, _level) texCUBE(_sampler, (_coord).xyz) +# else +# define texture2DLod(_sampler, _coord, _level) tex2Dlod(_sampler, vec4( (_coord).xy, 0.0, _level) ) +# define texture3DLod(_sampler, _coord, _level) tex3Dlod(_sampler, vec4( (_coord).xyz, _level) ) +# define textureCubeLod(_sampler, _coord, _level) texCUBElod(_sampler, vec4( (_coord).xyz, _level) ) +# endif // BGFX_SHADER_LANGUAGE_HLSL == 2 + +# endif // BGFX_SHADER_LANGUAGE_HLSL > 3 vec2 vec2_splat(float _x) { return vec2(_x, _x); } vec3 vec3_splat(float _x) { return vec3(_x, _x, _x); } |