R"( #define GAMMA_R_MASK (1 << GAMMA_R_BIT) #define GAMMA_G_MASK (1 << GAMMA_G_BIT) #define GAMMA_B_MASK (1 << GAMMA_B_BIT) #define GAMMA_A_MASK (1 << GAMMA_A_BIT) #define EXPAND_R_MASK (1 << EXPAND_R_BIT) #define EXPAND_G_MASK (1 << EXPAND_G_BIT) #define EXPAND_B_MASK (1 << EXPAND_B_BIT) #define EXPAND_A_MASK (1 << EXPAND_A_BIT) #define SEXT_R_MASK (1 << SEXT_R_BIT) #define SEXT_G_MASK (1 << SEXT_G_BIT) #define SEXT_B_MASK (1 << SEXT_B_BIT) #define SEXT_A_MASK (1 << SEXT_A_BIT) #define WRAP_S_MASK (1 << WRAP_S_BIT) #define WRAP_T_MASK (1 << WRAP_T_BIT) #define WRAP_R_MASK (1 << WRAP_R_BIT) #define GAMMA_CTRL_MASK (GAMMA_R_MASK | GAMMA_G_MASK | GAMMA_B_MASK | GAMMA_A_MASK) #define SIGN_EXPAND_MASK (EXPAND_R_MASK | EXPAND_G_MASK | EXPAND_B_MASK | EXPAND_A_MASK) #define SEXT_MASK (SEXT_R_MASK | SEXT_G_MASK | SEXT_B_MASK | SEXT_A_MASK) #define FILTERED_MASK (FILTERED_MAG_BIT | FILTERED_MIN_BIT) #ifdef _ENABLE_TEXTURE_EXPAND uint _texture_flag_override = 0; #define _enable_texture_expand() _texture_flag_override = SIGN_EXPAND_MASK #define _disable_texture_expand() _texture_flag_override = 0 #define TEX_FLAGS(index) (texture_parameters[index].flags | _texture_flag_override) #else #define TEX_FLAGS(index) texture_parameters[index].flags #endif #define TEX_NAME(index) tex##index #define TEX_NAME_STENCIL(index) tex##index##_stencil #define COORD_SCALE1(index, coord1) _texcoord_xform(coord1, texture_parameters[index]) #define COORD_SCALE2(index, coord2) _texcoord_xform(coord2, texture_parameters[index]) #define COORD_SCALE3(index, coord3) _texcoord_xform(coord3, texture_parameters[index]) #define COORD_PROJ1(index, coord2) COORD_SCALE1(index, coord2.x / coord2.y) #define COORD_PROJ2(index, coord3) COORD_SCALE2(index, coord3.xy / coord3.z) #define COORD_PROJ3(index, coord4) COORD_SCALE3(index, coord4.xyz / coord4.w) #ifdef _ENABLE_TEX1D #define TEX1D(index, coord1) _process_texel(texture(TEX_NAME(index), COORD_SCALE1(index, coord1)), TEX_FLAGS(index)) #define TEX1D_BIAS(index, coord1, bias) _process_texel(texture(TEX_NAME(index), COORD_SCALE1(index, coord1), bias), TEX_FLAGS(index)) #define TEX1D_LOD(index, coord1, lod) _process_texel(textureLod(TEX_NAME(index), COORD_SCALE1(index, coord1), lod), TEX_FLAGS(index)) #define TEX1D_GRAD(index, coord1, dpdx, dpdy) _process_texel(textureGrad(TEX_NAME(index), COORD_SCALE1(index, coord1), dpdx, dpdy), TEX_FLAGS(index)) #define TEX1D_PROJ(index, coord4) _process_texel(texture(TEX_NAME(index), COORD_PROJ1(index, coord4.xw)), TEX_FLAGS(index)) #endif #ifdef _ENABLE_TEX2D #define TEX2D(index, coord2) _process_texel(texture(TEX_NAME(index), COORD_SCALE2(index, coord2)), TEX_FLAGS(index)) #define TEX2D_BIAS(index, coord2, bias) _process_texel(texture(TEX_NAME(index), COORD_SCALE2(index, coord2), bias), TEX_FLAGS(index)) #define TEX2D_LOD(index, coord2, lod) _process_texel(textureLod(TEX_NAME(index), COORD_SCALE2(index, coord2), lod), TEX_FLAGS(index)) #define TEX2D_GRAD(index, coord2, dpdx, dpdy) _process_texel(textureGrad(TEX_NAME(index), COORD_SCALE2(index, coord2), dpdx, dpdy), TEX_FLAGS(index)) #define TEX2D_PROJ(index, coord4) _process_texel(texture(TEX_NAME(index), COORD_PROJ2(index, coord4.xyw)), TEX_FLAGS(index)) #endif #ifdef _ENABLE_SHADOW #ifdef _EMULATED_TEXSHADOW #define SHADOW_COORD(index, coord3) _texcoord_xform_shadow(coord3, texture_parameters[index]) #define SHADOW_COORD4(index, coord4) _texcoord_xform_shadow(coord4, texture_parameters[index]) #define SHADOW_COORD_PROJ(index, coord4) _texcoord_xform_shadow(coord4.xyz / coord4.w, texture_parameters[index]) #define TEX2D_SHADOW(index, coord3) texture(TEX_NAME(index), SHADOW_COORD(index, coord3)) #define TEX3D_SHADOW(index, coord4) texture(TEX_NAME(index), SHADOW_COORD4(index, coord4)) #define TEX2D_SHADOWPROJ(index, coord4) texture(TEX_NAME(index), SHADOW_COORD_PROJ(index, coord4)) #else #define COORD_PROJ3_SHADOW(index, coord4) vec3(COORD_PROJ2(index, coord4.xyw), coord4.z / coord4.w) #define TEX2D_SHADOW(index, coord3) texture(TEX_NAME(index), vec3(COORD_SCALE2(index, coord3.xy), coord3.z)) #define TEX3D_SHADOW(index, coord4) texture(TEX_NAME(index), vec4(COORD_SCALE3(index, coord4.xyz), coord4.w)) #define TEX2D_SHADOWPROJ(index, coord4) texture(TEX_NAME(index), COORD_PROJ3_SHADOW(index, coord4)) #endif #endif #ifdef _ENABLE_TEX3D #define TEX3D(index, coord3) _process_texel(texture(TEX_NAME(index), COORD_SCALE3(index, coord3)), TEX_FLAGS(index)) #define TEX3D_BIAS(index, coord3, bias) _process_texel(texture(TEX_NAME(index), COORD_SCALE3(index, coord3), bias), TEX_FLAGS(index)) #define TEX3D_LOD(index, coord3, lod) _process_texel(textureLod(TEX_NAME(index), COORD_SCALE3(index, coord3), lod), TEX_FLAGS(index)) #define TEX3D_GRAD(index, coord3, dpdx, dpdy) _process_texel(textureGrad(TEX_NAME(index), COORD_SCALE3(index, coord3), dpdx, dpdy), TEX_FLAGS(index)) #define TEX3D_PROJ(index, coord4) _process_texel(texture(TEX_NAME(index), COORD_PROJ3(index, coord4).xyz), TEX_FLAGS(index)) #endif #ifdef _ENABLE_TEX1D float _texcoord_xform(const in float coord, const in sampler_info params) { float result = fma(coord, params.scale_x, params.bias_x); if (_test_bit(params.flags, CLAMP_COORDS_BIT)) { result = clamp(result, params.clamp_min_x, params.clamp_max_x); } return result; } #endif #ifdef _ENABLE_TEX2D vec2 _texcoord_xform(const in vec2 coord, const in sampler_info params) { vec2 result = fma( coord, vec2(params.scale_x, params.scale_y), vec2(params.bias_x, params.bias_y) ); if (_test_bit(params.flags, CLAMP_COORDS_BIT)) { result = clamp( result, vec2(params.clamp_min_x, params.clamp_min_y), vec2(params.clamp_max_x, params.clamp_max_y) ); } return result; } #endif #if defined(_ENABLE_TEX3D) || defined(_ENABLE_SHADOWPROJ) vec3 _texcoord_xform(const in vec3 coord, const in sampler_info params) { vec3 result = fma( coord, vec3(params.scale_x, params.scale_y, params.scale_z), vec3(params.bias_x, params.bias_y, params.bias_z) ); // NOTE: Coordinate clamping not supported for CUBE and 3D textures return result; } #endif #if defined(_ENABLE_SHADOW) && defined(_EMULATED_TEXSHADOW) #ifdef _ENABLE_TEX2D vec3 _texcoord_xform_shadow(const in vec3 coord3, const in sampler_info params) { vec3 result; if (_test_bit(params.flags, DEPTH_FLOAT)) { // Depth-float buffer, extended range supported result.z = coord3.z; } else { // Clamp to MAX_DEPTH simulate UINT buffer behavior result.z = min(coord3.z, 1.); } result.xy = _texcoord_xform(coord3.xy, params); return result; } #endif // TEX2D #ifdef _ENABLE_TEX3D vec4 _texcoord_xform_shadow(const in vec4 coord4, const in sampler_info params) { vec4 result; if (_test_bit(params.flags, DEPTH_FLOAT)) { // Depth-float buffer, extended range supported result.w = coord4.w; } else { // Clamp to MAX_DEPTH to simulate UINT buffer behavior result.w = min(coord4.w, 1.); } result.xyz = _texcoord_xform(coord4.xyz, params); return result; } #endif // TEX3D #endif // _EMULATE_SHADOW vec4 _sext_unorm8x4(const in vec4 x) { // TODO: Handle clamped sign-extension const vec4 bits = floor(fma(x, vec4(255.f), vec4(0.5f))); const bvec4 sign_check = lessThan(bits, vec4(128.f)); const vec4 ret = _select(bits - 256.f, bits, sign_check); return ret / 127.f; } vec4 _process_texel(in vec4 rgba, const in uint control_bits) { if (control_bits == 0) { return rgba; } if (_test_bit(control_bits, ALPHAKILL)) { // Alphakill if (rgba.a < 0.000001) { _kill(); return rgba; } } if (_test_bit(control_bits, RENORMALIZE)) { // Renormalize to 8-bit (PS3) accuracy rgba = floor(rgba * 255.); rgba /= 255.; } uvec4 mask; vec4 convert; uint op_mask = control_bits & uint(SIGN_EXPAND_MASK); if (op_mask != 0u) { // Expand to signed normalized by decompressing the signal mask = uvec4(op_mask) & uvec4(EXPAND_R_MASK, EXPAND_G_MASK, EXPAND_B_MASK, EXPAND_A_MASK); convert = (rgba * 2.f - 1.f); rgba = _select(rgba, convert, notEqual(mask, uvec4(0))); } op_mask = control_bits & uint(SEXT_MASK); if (op_mask != 0u) { // Sign-extend the input signal mask = uvec4(op_mask) & uvec4(SEXT_R_MASK, SEXT_G_MASK, SEXT_B_MASK, SEXT_A_MASK); convert = _sext_unorm8x4(rgba); rgba = _select(rgba, convert, notEqual(mask, uvec4(0))); } op_mask = control_bits & uint(GAMMA_CTRL_MASK); if (op_mask != 0u) { // Gamma correction mask = uvec4(op_mask) & uvec4(GAMMA_R_MASK, GAMMA_G_MASK, GAMMA_B_MASK, GAMMA_A_MASK); convert = srgb_to_linear(rgba); return _select(rgba, convert, notEqual(mask, uvec4(0))); } return rgba; } )"