69 lines
1.5 KiB
Bash
69 lines
1.5 KiB
Bash
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//I decided to keep the non square matrices definition in the example, since I am still not sure how non square matrices should be treated in bgfx (Daniel Gavin)
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#ifndef MATRICES_H_HEADER_GUARD
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#define MATRICES_H_HEADER_GUARD
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#ifndef __cplusplus
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
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# define mat3x4 float4x3
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# define mat4x3 float3x4
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#else
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#endif // BGFX_SHADER_LANGUAGE_*
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mat4x3 mtxFromRows(vec4 _0, vec4 _1, vec4 _2)
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{
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#if BGFX_SHADER_LANGUAGE_GLSL
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return transpose(mat3x4(_0, _1, _2) );
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#else
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return mat4x3(_0, _1, _2);
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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}
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vec4 mtxGetRow(mat4x3 _0, uint row)
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{
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#if BGFX_SHADER_LANGUAGE_GLSL
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return vec4(_0[0][row], _0[1][row], _0[2][row], _0[3][row]);
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#else
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return vec4(_0[row]);
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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}
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vec4 mtxGetRow(mat4 _0, uint row)
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{
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#if BGFX_SHADER_LANGUAGE_GLSL
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return vec4(_0[0][row], _0[1][row], _0[2][row], _0[3][row]);
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#else
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return vec4(_0[row]);
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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}
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vec4 mtxGetColumn(mat4 _0, uint column)
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{
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#if BGFX_SHADER_LANGUAGE_GLSL
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return vec4(_0[column]);
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#else
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return vec4(_0[0][column], _0[1][column], _0[2][column], _0[3][column]);
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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}
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float mtxGetElement(mat4 _0, uint column, uint row)
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{
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#if BGFX_SHADER_LANGUAGE_GLSL
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return _0[column][row];
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#else
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return _0[row][column];
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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}
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#endif // __cplusplus
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#endif // MATRICES_H_HEADER_GUARD
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