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Cleanup.
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@@ -50,11 +50,10 @@
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#define __IMAGE_IMPL(_textureType, _storeComponents, _type, _loadComponents) \
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_type imageLoad( Texture2D<_textureType> _image, ivec2 _uv) { return _image[_uv ]._loadComponents; } \
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_type imageLoad( RWTexture2D<_textureType> _image, ivec2 _uv) { return _image[_uv ]._loadComponents; } \
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_type imageLoad(RWTexture2DArray<_textureType> _image, ivec3 _uvw) { return _image[_uvw ]._loadComponents; } \
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_type imageLoad( Texture3D<_textureType> _image, ivec3 _uvw) { return _image[_uvw]._loadComponents; } \
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_type imageLoad( RWTexture2D<_textureType> _image, ivec2 _uv) { return _image[_uv ]._loadComponents; } \
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_type imageLoad(RWTexture2DArray<_textureType> _image, ivec3 _uvw, _type _value) { return _image[_uvw]._loadComponents; } \
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_type imageLoad( RWTexture3D<_textureType> _image, ivec3 _uvw, _type _value) { return _image[_uvw]._loadComponents; } \
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_type imageLoad( RWTexture3D<_textureType> _image, ivec3 _uvw) { return _image[_uvw]._loadComponents; } \
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void imageStore( RWTexture2D<_textureType> _image, ivec2 _uv, _type _value) { _image[_uv ] = _value._storeComponents; } \
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void imageStore(RWTexture2DArray<_textureType> _image, ivec3 _uvw, _type _value) { _image[_uvw] = _value._storeComponents; } \
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void imageStore( RWTexture3D<_textureType> _image, ivec3 _uvw, _type _value) { _image[_uvw] = _value._storeComponents; }
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@@ -28,6 +28,14 @@
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# define EARLY_DEPTH_STENCIL
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#endif // BGFX_SHADER_LANGUAGE_HLSL > 3 && BGFX_SHADER_TYPE_FRAGMENT
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#if BGFX_SHADER_LANGUAGE_GLSL
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# define ARRAY_BEGIN(_type, _name, _count) _type _name[_count] = _type[](
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# define ARRAY_END() )
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#else
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# define ARRAY_BEGIN(_type, _name, _count) _type _name[_count] = {
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# define ARRAY_END() }
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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#if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV
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# define CONST(_x) static const _x
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# define dFdx(_x) ddx(_x)
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