const u="(-?)(\\b0[xX][a-fA-F0-9]+|(\\b\\d+(\\.\\d*)?([hHfFlL]?)|\\.\\d+)([eE][-+]?\\d+)?([hHfFlL]?))",d={className:"number",begin:u,relevance:0},l=t=>{const i="bool double float half int uint min16float min10float min16int min12int min16uint",c=["","1","2","3","4","1x1","1x2","1x3","1x4","2x1","2x2","2x3","2x4","3x1","3x2","3x3","3x4","4x1","4x2","4x3","4x4"],a=[];for(const e of i.split(" "))for(const r of c)a.push(e+r);const s="SV_Coverage SV_Depth SV_DispatchThreadID SV_DomainLocation SV_GroupID SV_GroupIndex SV_GroupThreadID SV_GSInstanceID SV_InnerCoverage SV_InsideTessFactor SV_InstanceID SV_IsFrontFace SV_OutputControlPointID SV_Position SV_PrimitiveID SV_RenderTargetArrayIndex SV_SampleIndex SV_StencilRef SV_TessFactor SV_VertexID SV_ViewportArrayIndex, SV_ShadingRate",o="BINORMAL BLENDINDICES BLENDWEIGHT COLOR NORMAL POSITION PSIZE TANGENT TEXCOORD TESSFACTOR DEPTH SV_ClipDistance SV_CullDistance SV_DepthGreaterEqual SV_DepthLessEqual SV_Target SV_CLIPDISTANCE SV_CULLDISTANCE SV_DEPTHGREATEREQUAL SV_DEPTHLESSEQUAL SV_TARGET",n=o.split(" ");for(const e of o.split(" "))for(const r of Array(16).keys())n.push(e+r.toString());return{name:"HLSL",keywords:{keyword:"AppendStructuredBuffer asm asm_fragment BlendState break Buffer ByteAddressBuffer case cbuffer centroid class column_major compile compile_fragment CompileShader const continue ComputeShader ConsumeStructuredBuffer default DepthStencilState DepthStencilView discard do DomainShader dword else export extern false for fxgroup GeometryShader groupshared Hullshader if in inline inout InputPatch interface line lineadj linear LineStream matrix namespace nointerpolation noperspective NULL out OutputPatch packoffset pass pixelfragment PixelShader point PointStream precise RasterizerState RenderTargetView return register row_major RWBuffer RWByteAddressBuffer RWStructuredBuffer RWTexture1D RWTexture1DArray RWTexture2D RWTexture2DArray RWTexture3D sample sampler SamplerState SamplerComparisonState shared snorm stateblock stateblock_state static string struct switch StructuredBuffer tbuffer technique technique10 technique11 texture Texture1D Texture1DArray Texture2D Texture2DArray Texture2DMS Texture2DMSArray Texture3D TextureCube TextureCubeArray true typedef triangle triangleadj TriangleStream uint uniform unorm unsigned vector vertexfragment VertexShader void volatile while",type:"".concat(a.join(" ")," ")+"Buffer vector matrix sampler SamplerState PixelShader VertexShader texture Texture1D Texture1DArray Texture2D Texture2DArray Texture2DMS Texture2DMSArray Texture3D TextureCube TextureCubeArray struct typedef",built_in:"POSITIONT FOG PSIZE VFACE VPOS ".concat(n.join(" ")," ").concat(s," ").concat(s.toUpperCase()," ")+"abort abs acos all AllMemoryBarrier AllMemoryBarrierWithGroupSync any asdouble asfloat asin asint asuint atan atan2 ceil CheckAccessFullyMapped clamp clip cos cosh countbits cross D3DCOLORtoUBYTE4 ddx ddx_coarse ddx_fine ddy ddy_coarse ddy_fine degrees determinant DeviceMemoryBarrier DeviceMemoryBarrierWithGroupSync distance dot dst errorf EvaluateAttributeAtCentroid EvaluateAttributeAtSample EvaluateAttributeSnapped exp exp2 f16tof32 f32tof16 faceforward firstbithigh firstbitlow floor fma fmod frac frexp fwidth GetRenderTargetSampleCount GetRenderTargetSamplePosition GroupMemoryBarrier GroupMemoryBarrierWithGroupSync InterlockedAdd InterlockedAnd InterlockedCompareExchange InterlockedCompareStore InterlockedExchange InterlockedMax InterlockedMin InterlockedOr InterlockedXor isfinite isinf isnan ldexp length lerp lit log log10 log2 mad max min modf msad4 mul noise normalize pow printf Process2DQuadTessFactorsAvg Process2DQuadTessFactorsMax Process2DQuadTessFactorsMin ProcessIsolineTessFactors ProcessQuadTessFactorsAvg ProcessQuadTessFactorsMax ProcessQuadTessFactorsMin ProcessTriTessFactorsAvg ProcessTriTessFactorsMax ProcessTriTessFactorsMin radians rcp reflect refract reversebits round rsqrt saturate sign sin sincos sinh smoothstep sqrt step tan tanh tex1D tex1Dbias tex1Dgrad tex1Dlod tex1Dproj tex2D tex2Dbias tex2Dgrad tex2Dlod tex2Dproj tex3D tex3Dbias tex3Dgrad tex3Dlod tex3Dproj texCUBE texCUBEbias texCUBEgrad texCUBElod texCUBEproj transpose trunc",literal:"true false"},illegal:'"',contains:[t.C_LINE_COMMENT_MODE,t.C_BLOCK_COMMENT_MODE,d,{className:"meta",begin:"#",end:"$"}]}};export{l as default};
