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// This file assume SHADER_API_D3D11 is defined
#define UNITY_UV_STARTS_AT_TOP 1
#define UNITY_REVERSED_Z 1
#define UNITY_NEAR_CLIP_VALUE (1.0)
// This value will not go through any matrix projection convertion
#define UNITY_RAW_FAR_CLIP_VALUE (0.0)
#define FRONT_FACE_SEMATIC SV_IsFrontFace
#define FRONT_FACE_TYPE bool
#define IS_FRONT_VFACE(VAL, FRONT, BACK) ((VAL) ? (FRONT) : (BACK))
#define CBUFFER_START(name) cbuffer name {
#define CBUFFER_END };
// 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;
// Texture abstraction
#define TEXTURE2D(textureName) Texture2D textureName;
#define TEXTURE2D_ARRAY(textureName) Texture2DArray textureName;
#define TEXTURECUBE(textureName) TextureCube textureName;
#define TEXTURECUBE_ARRAY(textureName) TextureCubeArray textureName;
#define TEXTURE3D(textureName) Texture3D textureName;
#define SAMPLER2D(samplerName) SamplerState samplerName;
#define SAMPLERCUBE(samplerName) SamplerState samplerName;
#define SAMPLER3D(samplerName) SamplerState samplerName;
#define SAMPLER2D_SHADOW(samplerName) SamplerComparisonState samplerName
#define SAMPLERCUBE_SHADOW(samplerName) SamplerComparisonState samplerName
#define TEXTURE2D_ARGS(textureName, samplerName) Texture2D textureName, SamplerState samplerName
#define TEXTURE2D_ARRAY_ARGS(textureName, samplerName) Texture2DArray textureName, SamplerState samplerName
#define TEXTURECUBE_ARGS(textureName, samplerName) TextureCube textureName, SamplerState samplerName
#define TEXTURECUBE_ARRAY_ARGS(textureName, samplerName) TextureCubeArray textureName, SamplerState samplerName
#define TEXTURE3D_ARGS(textureName, samplerName) Texture3D textureName, SamplerState samplerName
#define TEXTURE2D_SHADOW_ARGS(textureName, samplerName) Texture2D textureName, SamplerComparisonState samplerName
#define TEXTURE2D_ARRAY_SHADOW_ARGS(textureName, samplerName) Texture2DArray textureName, SamplerComparisonState samplerName
#define TEXTURECUBE_SHADOW_ARGS(textureName, samplerName) TextureCube textureName, SamplerComparisonState samplerName
#define TEXTURE2D_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURE2D_ARRAY_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURECUBE_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURECUBE_ARRAY_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURE3D_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURE2D_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURE2D_ARRAY_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define TEXTURECUBE_SHADOW_PARAM(textureName, samplerName) textureName, samplerName
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.Sample(samplerName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) textureName.SampleLevel(samplerName, coord2, lod)
#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.Sample(samplerName, float3((coord2).xy, index))
#define SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, index, lod) textureName.SampleLevel(samplerName, float3((coord2).xy, index), lod)
#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURECUBE_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, coord3, lod)
#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3) textureName.Sample(samplerName, float4((coord3).xyz, index))
#define SAMPLE_TEXTURECUBE_ARRAY_LOD(textureName, samplerName, coord3, lod) textureName.SampleLevel(samplerName, float4((coord3).xyz, index), lod)
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.Sample(samplerName, coord3)
#define SAMPLE_TEXTURE2D_SHADOW(textureName, samplerName, coord3) textureName.SampleCmpLevelZero(samplerName, (coord3).xy, (coord3).z)
#define SAMPLE_TEXTURE2D_ARRAY_SHADOW(textureName, samplerName, coord3, index) textureName.SampleCmpLevelZero(samplerName, float3((coord3).xy, index), (coord3).z)
#define SAMPLE_TEXTURECUBE_SHADOW(textureName, samplerName, coord4) textureName.SampleCmpLevelZero(samplerName, (coord3).xyz, (coord3).w)
#define TEXTURE2D_HALF TEXTURE2D
#define TEXTURE2D_FLOAT TEXTURE2D
#define SAMPLER2D_HALF SAMPLER2D
#define SAMPLER2D_FLOAT SAMPLER2D
#define LOAD_TEXTURE2D(textureName, unCoord3) textureName.Load(unCoord3)