HeavenStudio/Assets/X-PostProcessing/Shaders/API/OpenGL.hlsl

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// For now OpenGL is considered at GLES2 level
#define UNITY_UV_STARTS_AT_TOP 0
#define UNITY_REVERSED_Z 0
#define UNITY_GATHER_SUPPORTED 0
#define UNITY_CAN_READ_POSITION_IN_FRAGMENT_PROGRAM 1
#define TEXTURE2D_SAMPLER2D(textureName, samplerName) sampler2D textureName
#define TEXTURE3D_SAMPLER3D(textureName, samplerName) sampler3D textureName
#define TEXTURE2D(textureName) sampler2D textureName
#define SAMPLER2D(samplerName)
#define TEXTURE3D(textureName) sampler3D textureName
#define SAMPLER3D(samplerName)
#define TEXTURE2D_ARGS(textureName, samplerName) sampler2D textureName
#define TEXTURE2D_PARAM(textureName, samplerName) textureName
#define TEXTURE3D_ARGS(textureName, samplerName) sampler3D textureName
#define TEXTURE3D_PARAM(textureName, samplerName) textureName
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) tex2D(textureName, coord2)
#define SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) tex2Dlod(textureName, float4(coord2, 0.0, lod))
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) tex3D(textureName, coord3)
#define LOAD_TEXTURE2D(textureName, texelSize, icoord2) tex2D(textureName, icoord2 / texelSize)
#define LOAD_TEXTURE2D_LOD(textureName, texelSize, icoord2) tex2Dlod(textureName, float4(icoord2 / texelSize, 0.0, lod))
#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
#if SHADER_API_GLES
# define UNITY_BRANCH
# define UNITY_FLATTEN
# define UNITY_UNROLL
# define UNITY_LOOP
# define UNITY_FASTOPT
#else
# define UNITY_BRANCH [branch]
# define UNITY_FLATTEN [flatten]
# define UNITY_UNROLL [unroll]
# define UNITY_LOOP [loop]
# define UNITY_FASTOPT [fastopt]
#endif
#define CBUFFER_START(name)
#define CBUFFER_END
#define FXAA_HLSL_3 1
#define SMAA_HLSL_3 1
// pragma exclude_renderers is only supported since Unity 2018.1 for compute shaders
#if UNITY_VERSION < 201810 && !defined(SHADER_API_GLCORE)
# define DISABLE_COMPUTE_SHADERS 1
# define TRIVIAL_COMPUTE_KERNEL(name) [numthreads(1, 1, 1)] void name() {}
#endif