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