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-rw-r--r--Graphics/HLSL2GLSLConverterLib/include/GLSLDefinitions.h5
-rw-r--r--Graphics/HLSL2GLSLConverterLib/include/GLSLDefinitions_inc.h5
2 files changed, 10 insertions, 0 deletions
diff --git a/Graphics/HLSL2GLSLConverterLib/include/GLSLDefinitions.h b/Graphics/HLSL2GLSLConverterLib/include/GLSLDefinitions.h
index d5070da1..ccaddac2 100644
--- a/Graphics/HLSL2GLSLConverterLib/include/GLSLDefinitions.h
+++ b/Graphics/HLSL2GLSLConverterLib/include/GLSLDefinitions.h
@@ -974,6 +974,11 @@ float DepthToNormalizedDeviceZ(float fDepth)
#define MATRIX_ELEMENT(mat, row, col) mat[col][row]
+float4x4 MatrixFromRows(float4 row0, float4 row1, float4 row2, float4 row3)
+{
+ return transpose(float4x4(row0, row1, row2, row3));
+}
+
// ---------------------------------- Vertex shader ----------------------------------
#ifdef VERTEX_SHADER
diff --git a/Graphics/HLSL2GLSLConverterLib/include/GLSLDefinitions_inc.h b/Graphics/HLSL2GLSLConverterLib/include/GLSLDefinitions_inc.h
index bcd7b89e..cf5dbfcf 100644
--- a/Graphics/HLSL2GLSLConverterLib/include/GLSLDefinitions_inc.h
+++ b/Graphics/HLSL2GLSLConverterLib/include/GLSLDefinitions_inc.h
@@ -974,6 +974,11 @@
"\n"
"#define MATRIX_ELEMENT(mat, row, col) mat[col][row]\n"
"\n"
+"float4x4 MatrixFromRows(float4 row0, float4 row1, float4 row2, float4 row3)\n"
+"{\n"
+" return transpose(float4x4(row0, row1, row2, row3));\n"
+"}\n"
+"\n"
"// ---------------------------------- Vertex shader ----------------------------------\n"
"#ifdef VERTEX_SHADER\n"
"\n"