#ifndef SHADER_API_GLES #error GLES.hlsl should not be included if SHADER_API_GLES is not defined #endif #define UNITY_UV_STARTS_AT_TOP 0 #define UNITY_REVERSED_Z 0 #define UNITY_GATHER_SUPPORTED 0 #define UNITY_NEAR_CLIP_VALUE (-1.0) // This value will not go through any matrix projection convertion #define UNITY_RAW_FAR_CLIP_VALUE (1.0) #define FRONT_FACE_SEMATIC VFACE #define FRONT_FACE_TYPE float #define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL > 0.0) ? (FRONT) : (BACK)) #define CBUFFER_START(name) #define CBUFFER_END #define uint int #define uint1 int1 #define uint2 int2 #define uint3 int3 #define uint4 int4 #define min16uint int #define min16uint1 int1 #define min16uint2 int2 #define min16uint3 int3 #define min16uint4 int4 #define uint1x1 int1x1 #define uint1x2 int1x2 #define uint1x3 int1x3 #define uint1x4 int1x4 #define uint2x1 int2x1 #define uint2x2 int2x2 #define uint2x3 int2x3 #define uint2x4 int2x4 #define uint3x1 int3x1 #define uint3x2 int3x2 #define uint3x3 int3x3 #define uint3x4 int3x4 #define uint4x1 int4x1 #define uint4x2 int4x2 #define uint4x3 int4x3 #define uint4x4 int4x4 #define rcp(x) 1.0 / x #define ddx_fine ddx #define ddy_fine ddy #define asfloat #define asuint(x) asint(x) #define f32tof16 #define f16tof32 #define ERROR_ON_UNSUPPORTED_FUNCTION(funcName) #error ##funcName is not supported on GLES 2.0 // Initialize arbitrary structure with zero values. // Do not exist on some platform, in this case we need to have a standard name that call a function that will initialize all parameters to 0 #define ZERO_INITIALIZE(type, name) name = (type)0; #define ZERO_INITIALIZE_ARRAY(type, name, arraySize) { for (int arrayIndex = 0; arrayIndex < arraySize; arrayIndex++) { name[arrayIndex] = (type)0; } } // GLES2 might not have shadow hardware comparison support #if defined(UNITY_ENABLE_NATIVE_SHADOWS_LOOKUPS) #define SHADOW2D_TEXTURE_AND_SAMPLER sampler2DShadow #define SHADOWCUBE_TEXTURE_AND_SAMPLER samplerCUBEShadow #define SHADOW2D_SAMPLE(textureName, samplerName, coord3) shadow2D(textureName, coord3) #define SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) ((texCUBE(textureName,(coord4).xyz) < (coord4).w) ? 0.0 : 1.0) #else // emulate hardware comparison #define SHADOW2D_TEXTURE_AND_SAMPLER sampler2D_float #define SHADOWCUBE_TEXTURE_AND_SAMPLER samplerCUBE_float #define SHADOW2D_SAMPLE(textureName, samplerName, coord3) ((SAMPLE_DEPTH_TEXTURE(textureName, samplerName, (coord3).xy) < (coord3).z) ? 0.0 : 1.0) #define SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) ((texCUBE(textureName,(coord4).xyz).r < (coord4).w) ? 0.0 : 1.0) #endif // Texture util abstraction #define CALCULATE_TEXTURE2D_LOD(textureName, samplerName, coord2) #error calculate Level of Detail not supported in GLES2 // Texture abstraction #define TEXTURE2D(textureName) sampler2D textureName #define TEXTURE2D_ARRAY(textureName) samplerCUBE textureName // No support to texture2DArray #define TEXTURECUBE(textureName) samplerCUBE textureName #define TEXTURECUBE_ARRAY(textureName) samplerCUBE textureName // No supoport to textureCubeArray and can't emulate with texture2DArray #define TEXTURE3D(textureName) sampler3D textureName #define TEXTURE2D_SHADOW(textureName) SHADOW2D_TEXTURE_AND_SAMPLER textureName #define TEXTURE2D_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) // No support to texture array #define TEXTURECUBE_SHADOW(textureName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_SHADOW(textureName) // No support to texture array #define RW_TEXTURE2D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) #define RW_TEXTURE3D(type, textureNam) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) #define SAMPLER(samplerName) #define SAMPLER_CMP(samplerName) #define TEXTURE2D_ARGS(textureName, samplerName) sampler2D textureName #define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) samplerCUBE textureName #define TEXTURECUBE_ARGS(textureName, samplerName) samplerCUBE textureName #define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) samplerCUBE textureName #define TEXTURE3D_ARGS(textureName, samplerName) sampler3D textureName #define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) SHADOW2D_TEXTURE_AND_SAMPLER textureName #define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName #define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) SHADOWCUBE_TEXTURE_AND_SAMPLER textureName #define TEXTURE2D_PARAM(textureName, samplerName) textureName #define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) textureName #define TEXTURECUBE_PARAM(textureName, samplerName) textureName #define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) textureName #define TEXTURE3D_PARAM(textureName, samplerName) textureName #define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) textureName #define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName #define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName #define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2) #if (SHADER_TARGET >= 30) #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0, lod)) #else // No lod support. Very poor approximation with bias. #define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, lod) #endif #define SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, coord2, bias) tex2Dbias(textureName, float4(coord2, 0, bias)) #define SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, coord2, ddx, ddy) SAMPLE_TEXTURE2D(textureName, coord2) #define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) SAMPLE_TEXTURECUBE(textureName, samplerName, float3(coord2, index)) #define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, float3(coord2, index), lod) #define SAMPLE_TEXTURE2D_ARRAY_BIAS(textureName, samplerName, coord2, index, bias) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, float3(coord2, index), bias) #define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) texCUBE(textureName, coord3) // No lod support. Very poor approximation with bias. #define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, lod) #define SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) texCUBEbias(textureName, float4(coord3, bias)) #define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) #define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, index, lod) SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) #define SAMPLE_TEXTURECUBE_ARRAY_BIAS(textureName, samplerName, coord3, index, bias) SAMPLE_TEXTURECUBE_BIAS(textureName, samplerName, coord3, bias) #define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3) #define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) SHADOW2D_SAMPLE(textureName, samplerName, coord3) #define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, float4(coord3.xy, index, coord3.w)) #define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) SHADOWCUBE_SAMPLE(textureName, samplerName, coord4) #define SAMPLE_TEXTURECUBE_ARRAY_SHADOW(textureName, samplerName, coord4, index) SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) #define SAMPLE_DEPTH_TEXTURE(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).r #define SAMPLE_DEPTH_TEXTURE_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod).r #define LOAD_TEXTURE2D(textureName, unCoord2) half4(0, 0, 0, 0) // Not supported #define LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) half4(0, 0, 0, 0) // Not supported #define LOAD_TEXTURE2D_MSAA(textureName, unCoord2, sampleIndex) half4(0, 0, 0, 0) // Not supported #define LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, index) half4(0, 0, 0, 0) // Not supported #define LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, index, lod) half4(0, 0, 0, 0) // Not supported // Gather not supported. Fallback to regular texture sampling. #define GATHER_TEXTURE2D(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2).rrrr #define GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index).rrrr #define GATHER_TEXTURECUBE(textureName, samplerName, coord3) SAMPLE_TEXTURECUBE(textureName, samplerName, coord3).rrrr #define GATHER_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index).rrrr