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@property( hlms_amd_trinary_minmax )
#extension GL_AMD_shader_trinary_minmax: require@end
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Unexpected @else while looking for @end
Near: 'else
#define min3( a, b, c ) min( a, min( b, c ) )
#define max3( a, b, c ) max( a, max( b, c ) )
@end
#define float2 vec2
#define float3 vec3
#define float4 vec4
#define int2 ivec2
#define int3 ivec3
#define int4 ivec4
#define uint2 uvec2
#define uint3 uvec3
#define uint4 uvec4
#define float2x2 mat2
#define float3x3 mat3
#define float4x4 mat4
#define ogre_float4x3 mat3x4
#define ushort uint
//Short used for read operations. It's an int in GLSL & HLSL. An ushort in Metal
#define rshort2 int2
//Short used for write operations. It's an int in GLSL. An ushort in HLSL & Metal
#define wshort2 int2
#define toFloat3x3( x ) mat3( x )
#define buildFloat3x3( row0, row1, row2 ) mat3( row0, row1, row2 )
#define mul( x, y ) ((x) * (y))
#define saturate(x) clamp( (x), 0.0, 1.0 )
#define lerp mix
#define rsqrt inversesqrt
#define INLINE
#define NO_INTERPOLATION_PREFIX flat
#define NO_INTERPOLATION_SUFFIX
#define finalDrawId drawId
#define PARAMS_ARG_DECL
#define PARAMS_ARG
#define inVs_vertexId gl_VertexID
#define inVs_vertex vertex
#define inVs_blendWeights blendWeights
#define inVs_blendIndices blendIndices
#define inVs_qtangent qtangent
#define inVs_drawId drawId
#define inVs_uv0 uv0
#define outVs_Position gl_Position
#define outVs_clipDistance0 gl_ClipDistance[0]
#define gl_SampleMaskIn0 gl_SampleMaskIn[0]
#define outPs_colour0 outColour
#define OGRE_Sample( tex, sampler, uv ) texture( tex, uv )
#define OGRE_SampleLevel( tex, sampler, uv, lod ) textureLod( tex, uv, lod )
#define OGRE_SampleArray2D( tex, sampler, uv, arrayIdx ) texture( tex, vec3( uv, arrayIdx ) )
#define OGRE_SampleArray2DLevel( tex, sampler, uv, arrayIdx, lod ) textureLod( tex, vec3( uv, arrayIdx ), lod )
#define OGRE_SampleArrayCubeLevel( tex, sampler, uv, arrayIdx, lod ) textureLod( tex, vec4( uv, arrayIdx ), lod )
#define OGRE_SampleGrad( tex, sampler, uv, ddx, ddy ) textureGrad( tex, uv, ddx, ddy )
#define OGRE_SampleArray2DGrad( tex, sampler, uv, arrayIdx, ddx, ddy ) textureGrad( tex, vec3( uv, arrayIdx ), ddx, ddy )
#define OGRE_ddx( val ) dFdx( val )
#define OGRE_ddy( val ) dFdy( val )
#define OGRE_Load2D( tex, iuv, lod ) texelFetch( tex, iuv, lod )
#define OGRE_Load2DMS( tex, iuv, subsample ) texelFetch( tex, iuv, subsample )
#define bufferFetch1( buffer, idx ) texelFetch( buffer, idx ).x
#define CONST_BUFFER( bufferName, bindingPoint ) layout_constbuffer(binding = bindingPoint) uniform bufferName
#define CONST_BUFFER_STRUCT_BEGIN( structName, bindingPoint ) layout_constbuffer(binding = bindingPoint) uniform structName
#define CONST_BUFFER_STRUCT_END( variableName, v ) variableName
#define FLAT_INTERPOLANT( decl, bindingPoint ) flat decl
#define INTERPOLANT( decl, bindingPoint ) decl
@end