#ifndef __SHADERBASE_H__ #define __SHADERBASE_H__ // can't use UNITY_REVERSED_Z since it's not enabled in compute shaders #if !defined(SHADER_API_GLES3) && !defined(SHADER_API_GLCORE) #define REVERSE_ZBUF #endif #ifdef SHADER_API_PSSL #ifndef Texture2DMS #define Texture2DMS MS_Texture2D #endif #ifndef SampleCmpLevelZero #define SampleCmpLevelZero SampleCmpLOD0 #endif #ifndef firstbithigh #define firstbithigh FirstSetBit_Hi #endif #endif #define __HLSL 1 #define public #define unistruct cbuffer #define hbool bool #define _CB_REGSLOT(x) : register(x) #define _QALIGN(x) : packoffset(c0); float FetchDepth(Texture2D depthTexture, uint2 pixCoord) { float zdpth = depthTexture.Load(uint3(pixCoord.xy, 0)).x; #ifdef REVERSE_ZBUF zdpth = 1.0 - zdpth; #endif return zdpth; } float FetchDepthMSAA(Texture2DMS depthTexture, uint2 pixCoord, uint sampleIdx) { float zdpth = depthTexture.Load(uint3(pixCoord.xy, 0), sampleIdx).x; #ifdef REVERSE_ZBUF zdpth = 1.0 - zdpth; #endif return zdpth; } #endif