@piece( SetCrossPlatformSettings )
#define ushort uint
#define ushort3 uint3
#define ushort4 uint4
#define ogre_float4x3 float4x3

//Short used for read operations. It's an int in GLSL & HLSL. An ushort in Metal
#define rshort int
#define rshort2 int2
#define rint int
//Short used for write operations. It's an int in GLSL. An ushort in HLSL & Metal
#define wshort2 uint2
#define wshort3 uint3

#define toFloat3x3( x ) ((float3x3)(x))
#define buildFloat3x3( row0, row1, row2 ) transpose( float3x3( row0, row1, row2 ) )

#define min3( a, b, c ) min( a, min( b, c ) )
#define max3( a, b, c ) max( a, max( b, c ) )

#define INLINE
#define NO_INTERPOLATION_PREFIX nointerpolation
#define NO_INTERPOLATION_SUFFIX

#define finalDrawId input.drawId
#define PARAMS_ARG_DECL
#define PARAMS_ARG

#define floatBitsToUint(x) asuint(x)
#define uintBitsToFloat(x) asfloat(x)
#define floatBitsToInt(x) asint(x)
#define fract frac
#define lessThan( a, b ) (a < b)

#define inVs_vertexId input.vertexId
#define inVs_vertex input.vertex
#define inVs_blendWeights input.blendWeights
#define inVs_blendIndices input.blendIndices
#define inVs_qtangent input.qtangent
@property( !hlms_instanced_stereo )
	#define inVs_drawId input.drawId
@else
	#define inVs_drawId (input.drawId >> 1u)
	#define inVs_stereoDrawId input.drawId
@end

@foreach( hlms_uv_count, n )
	#define inVs_uv@n input.uv@n@end

#define outVs_Position outVs.gl_Position
#define outVs_viewportIndex outVs.gl_ViewportIndex
#define outVs_clipDistance outVs.gl_ClipDistance
#define outVs_clipDistance0 outVs.gl_ClipDistance0.x

#define gl_SampleMaskIn0 gl_SampleMask
#define interpolateAtSample( interp, subsample ) EvaluateAttributeAtSample( interp, subsample )
#define findLSB firstbitlow
#define findMSB firstbithigh
#define mod( a, b ) (a - b * floor(a / b))

#define outPs_colour0 outPs.colour0
#define OGRE_Sample( tex, sampler, uv ) tex.Sample( sampler, uv )
#define OGRE_SampleLevel( tex, sampler, uv, lod ) tex.SampleLevel( sampler, uv, lod )
#define OGRE_SampleArray2D( tex, sampler, uv, arrayIdx ) tex.Sample( sampler, float3( uv, arrayIdx ) )
#define OGRE_SampleArray2DLevel( tex, sampler, uv, arrayIdx, lod ) tex.SampleLevel( sampler, float3( uv, arrayIdx ), lod )
#define OGRE_SampleArrayCubeLevel( tex, sampler, uv, arrayIdx, lod ) tex.SampleLevel( sampler, float4( uv, arrayIdx ), lod )
#define OGRE_SampleGrad( tex, sampler, uv, ddx, ddy ) tex.SampleGrad( sampler, uv, ddx, ddy )
#define OGRE_SampleArray2DGrad( tex, sampler, uv, arrayIdx, ddx, ddy ) tex.SampleGrad( sampler, float3( uv, arrayIdx ), ddx, ddy )
#define OGRE_ddx( val ) ddx( val )
#define OGRE_ddy( val ) ddy( val )
#define OGRE_Load2D( tex, iuv, lod ) tex.Load( int3( iuv, lod ) )
#define OGRE_LoadArray2D( tex, iuv, arrayIdx, lod ) tex.Load( int4( iuv, arrayIdx, lod ) )
#define OGRE_Load2DMS( tex, iuv, subsample ) tex.Load( iuv, subsample )

#define OGRE_Load3D( tex, iuv, lod ) tex.Load( int4( iuv, lod ) )

#define bufferFetch( buffer, idx ) buffer.Load( idx )
#define bufferFetch1( buffer, idx ) buffer.Load( idx ).x

#define structuredBufferFetch( buffer, idx ) buffer[idx]

#define OGRE_Texture3D_float4 Texture3D

#define OGRE_SAMPLER_ARG_DECL( samplerName ) , SamplerState samplerName
#define OGRE_SAMPLER_ARG( samplerName ) , samplerName

#define CONST_BUFFER( bufferName, bindingPoint ) cbuffer bufferName : register(b##bindingPoint)
#define CONST_BUFFER_STRUCT_BEGIN( structName, bindingPoint ) cbuffer structName : register(b##bindingPoint) { struct _##structName
#define CONST_BUFFER_STRUCT_END( variableName ) variableName; }

#define FLAT_INTERPOLANT( decl, bindingPoint ) nointerpolation decl : TEXCOORD##bindingPoint
#define INTERPOLANT( decl, bindingPoint ) decl : TEXCOORD##bindingPoint

#define OGRE_OUT_REF( declType, variableName ) out declType variableName
#define OGRE_INOUT_REF( declType, variableName ) inout declType variableName

#define OGRE_ARRAY_START( type ) {
#define OGRE_ARRAY_END }
@end
