Add mtxFromCols3/4 as macros to allow for const global matrices. (#1934)
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@ -593,7 +593,6 @@ mat4 mtxFromRows(vec4 _0, vec4 _1, vec4 _2, vec4 _3)
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return mat4(_0, _1, _2, _3);
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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}
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mat4 mtxFromCols(vec4 _0, vec4 _1, vec4 _2, vec4 _3)
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{
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#if BGFX_SHADER_LANGUAGE_GLSL
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@ -602,7 +601,14 @@ mat4 mtxFromCols(vec4 _0, vec4 _1, vec4 _2, vec4 _3)
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return transpose(mat4(_0, _1, _2, _3) );
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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}
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mat3 mtxFromRows(vec3 _0, vec3 _1, vec3 _2)
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{
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#if BGFX_SHADER_LANGUAGE_GLSL
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return transpose(mat3(_0, _1, _2) );
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#else
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return mat3(_0, _1, _2);
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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}
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mat3 mtxFromCols(vec3 _0, vec3 _1, vec3 _2)
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{
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#if BGFX_SHADER_LANGUAGE_GLSL
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@ -612,6 +618,30 @@ mat3 mtxFromCols(vec3 _0, vec3 _1, vec3 _2)
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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}
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#if BGFX_SHADER_LANGUAGE_GLSL
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#define mtxFromRows4(_0, _1, _2, _3) transpose(mat4(_0, _1, _2, _3))
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#else
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#define mtxFromRows4(_0, _1, _2, _3) mat4(_0, _1, _2, _3)
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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#if BGFX_SHADER_LANGUAGE_GLSL
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#define mtxFromRows3(_0, _1, _2) transpose(mat3(_0, _1, _2))
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#else
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#define mtxFromRows3(_0, _1, _2) mat3(_0, _1, _2)
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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#if BGFX_SHADER_LANGUAGE_GLSL
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#define mtxFromCols4(_0, _1, _2, _3) mat4(_0, _1, _2, _3)
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#else
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#define mtxFromCols4(_0, _1, _2, _3) transpose(mat4(_0, _1, _2, _3))
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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#if BGFX_SHADER_LANGUAGE_GLSL
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#define mtxFromCols3(_0, _1, _2) mat3(_0, _1, _2)
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#else
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#define mtxFromCols3(_0, _1, _2) transpose(mat3(_0, _1, _2))
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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uniform vec4 u_viewRect;
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uniform vec4 u_viewTexel;
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uniform mat4 u_view;
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