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144
physx/samples/sampleframework/media/shaders/include/defines.cg
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144
physx/samples/sampleframework/media/shaders/include/defines.cg
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#ifndef DEFINES_CG
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#define DEFINES_CG
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#define __in(argType, argName, argSemantic) argType argName : argSemantic
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#ifdef RENDERER_GNM
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#define JOIN2(a, b) a##b
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#define JOIN(a, b) JOIN2(a, b)
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#define BEGIN_CBUFFER(name)
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#define END_CBUFFER(name)
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#define CONST_TYPE
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#define DECLARE_TEXTURE(textureName) Texture2D textureName; SamplerState JOIN(textureName,SamplerState);
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#define DECLARE_TEXTURE_3D(textureName) Texture3D textureName; SamplerState JOIN(textureName,SamplerState);
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#define tex2D(textureName,textureCoord) textureName.Sample(JOIN(textureName,SamplerState), textureCoord)
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#define tex2Dproj(textureName,textureCoord) textureName.Sample(JOIN(textureName,SamplerState), textureCoord.xy).x <=
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#define __in_opt(argType, argName, argSemantic) , __in(argType, argName, argSemantic)
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#define COLOR0 S_TARGET_OUTPUT
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#define half3 float3
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#define half4 float4
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#define half float
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#elif !defined(RENDERER_D3D11)
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#define BEGIN_CBUFFER(name)
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#define END_CBUFFER(name)
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#define CONST_TYPE uniform const
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#define DECLARE_TEXTURE(name) uniform const sampler2D name;
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#define DECLARE_TEXTURE_3D(name) uniform const sampler3D name;
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#define __in_opt(argType, argName, argSemantic) , __in(argType, argName, argSemantic)
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#else /* !defined(RENDERER_D3D11) */
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#define JOIN2(a, b) a##b
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#define JOIN(a, b) JOIN2(a, b)
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#define BEGIN_CBUFFER(name) cbuffer name {
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#define END_CBUFFER(name) }
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#define CONST_TYPE
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#define DECLARE_TEXTURE(textureName) Texture2D textureName; SamplerState JOIN(textureName,SamplerState);
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#define DECLARE_TEXTURE_3D(textureName) Texture3D textureName; SamplerState JOIN(textureName,SamplerState);
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#define tex2D(textureName,textureCoord) textureName.Sample(JOIN(textureName,SamplerState), textureCoord)
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#define tex2Dproj(textureName,textureCoord) textureName.Sample(JOIN(textureName,SamplerState), textureCoord.xy).x <= textureCoord.z ? 0 : 1
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#define __in_opt2(argType, argName, argSemantic) JOIN(__in_,argSemantic) (argType, argName, argSemantic)
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#define __in_opt(argType, argName, argSemantic) __in_opt2(argType, argName, argSemantic)
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#if defined(USE_ALL) || defined(RENDERER_FRAGMENT)
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#define USE_POSITION 1
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#define USE_NORMAL 1
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#define USE_TANGENT 1
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#define USE_TEXCOORD0 1
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#define USE_TEXCOORD1 1
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#define USE_TEXCOORD2 1
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#define USE_TEXCOORD3 1
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#define USE_COLOR 1
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#define USE_BONE 1
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#endif
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#define __in_POSITION(a,b,c) __in(a, b, c)
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// These semantics are required, not optional, when specified in a shader argument list
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#define __in_TEXCOORD6(a,b,c) , __in(a, b, c)
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#define __in_TEXCOORD7(a,b,c) , __in(a, b, c)
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#define __in_TEXCOORD8(a,b,c) , __in(a, b, c)
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#define __in_TEXCOORD9(a,b,c) , __in(a, b, c)
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#define __in_TEXCOORD10(a,b,c) , __in(a, b, c)
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#define __in_TEXCOORD11(a,b,c) , __in(a, b, c)
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//#define __in_TEXCOORD12(a,b,c) , __in(a, b, c) // Optional instance semantic for uv offsets
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//#define __in_TEXCOORD13(a,b,c) , __in(a, b, c) // Optional instance semantic for local offsets
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#define __in_TEXCOORD14(a,b,c) , __in(a, b, c)
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//#define __in_TEXCOORD15(a,b,c) , __in(a, b, c) // Optional displacement semantic
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#define __in_TEXCOORD16(a,b,c) , __in(a, b, c)
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#define __in_TEXCOORD17(a,b,c) , __in(a, b, c)
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#if USE_NORMAL
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#define __in_NORMAL(a,b,c) , __in(a, b, c)
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#else
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#define __in_NORMAL(a,b,c)
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#define localSpaceNormal float3(1,0,0)
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#endif
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#if USE_TANGENT
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#define __in_TANGENT(a,b,c) , __in(a, b, c)
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#define __in_TEXCOORD5(a,b,c) , __in(a, b, c)
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#else
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#define __in_TANGENT(a,b,c)
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#define __in_TEXCOORD5(a,b,c)
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#define localSpaceTangent float4(1,0,0,1)
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#endif
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#if USE_TEXCOORD0
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#define __in_TEXCOORD0(a,b,c) , __in(a, b, c)
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#else
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#define __in_TEXCOORD0(a,b,c)
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#define vertexTexcoord0 float4(0,0,0,0)
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#endif
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#if USE_TEXCOORD1
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#define __in_TEXCOORD1(a,b,c) , __in(a, b, c)
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#else
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#define __in_TEXCOORD1(A,B,C)
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#define vertexTexcoord1 float4(0,0,0,0)
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#endif
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#if USE_TEXCOORD2
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#define __in_TEXCOORD2(a,b,c) , __in(a, b, c)
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#else
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#define __in_TEXCOORD2(a,b,c)
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#define vertexTexcoord2 float4(0,0,0,0)
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#endif
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#if USE_TEXCOORD3
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#define __in_TEXCOORD3(a,b,c) , __in(a, b, c)
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#else
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#define __in_TEXCOORD3(a,b,c)
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#define vertexTexcoord3 float4(0,0,0,0)
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#endif
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#if USE_COLOR
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#define __in_COLOR(a,b,c) , __in(a, b, c)
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#else
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#define __in_COLOR(a,b,c)
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#define vertexColor half4(0,0,0,0)
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#endif
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#if USE_TEXCOORD12
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#define __in_TEXCOORD12(a,b,c) , __in(a, b, c)
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#else
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#define __in_TEXCOORD12(a,b,c)
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#define instanceUVOffset float2(0,0)
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#endif
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#if USE_TEXCOORD13
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#define __in_TEXCOORD13(a,b,c) , __in(a, b, c)
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#else
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#define __in_TEXCOORD13(a,b,c)
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#define instanceLocalOffset float3(0,0,0)
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#endif
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#if USE_TEXCOORD15
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#define __in_TEXCOORD15(a,b,c) , __in(a, b, c)
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#else
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#define __in_TEXCOORD15(a,b,c)
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#define vertexFlagsDisp 0
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#endif
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#endif /* !defined(RENDERER_D3D11) */
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#endif
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