import {
  require_c
} from "/build/_shared/chunk-A4MMBLLS.js";
import {
  __commonJS
} from "/build/_shared/chunk-RODUX5XG.js";

// ../../node_modules/refractor/lang/hlsl.js
var require_hlsl = __commonJS({
  "../../node_modules/refractor/lang/hlsl.js"(exports, module) {
    var refractorC = require_c();
    module.exports = hlsl;
    hlsl.displayName = "hlsl";
    hlsl.aliases = [];
    function hlsl(Prism) {
      Prism.register(refractorC);
      Prism.languages.hlsl = Prism.languages.extend("c", {
        // Regarding keywords and class names:
        // The list of all keywords was split into 'keyword' and 'class-name' tokens based on whether they are capitalized.
        // https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-appendix-keywords
        // https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-appendix-reserved-words
        "class-name": [
          Prism.languages.c["class-name"],
          /\b(?:AppendStructuredBuffer|BlendState|Buffer|ByteAddressBuffer|CompileShader|ComputeShader|ConsumeStructuredBuffer|DepthStencilState|DepthStencilView|DomainShader|GeometryShader|Hullshader|InputPatch|LineStream|OutputPatch|PixelShader|PointStream|RWBuffer|RWByteAddressBuffer|RWStructuredBuffer|RWTexture(?:1D|1DArray|2D|2DArray|3D)|RasterizerState|RenderTargetView|SamplerComparisonState|SamplerState|StructuredBuffer|Texture(?:1D|1DArray|2D|2DArray|2DMS|2DMSArray|3D|Cube|CubeArray)|TriangleStream|VertexShader)\b/
        ],
        keyword: [
          // HLSL keyword
          /\b(?:asm|asm_fragment|auto|break|case|catch|cbuffer|centroid|char|class|column_major|compile|compile_fragment|const|const_cast|continue|default|delete|discard|do|dynamic_cast|else|enum|explicit|export|extern|for|friend|fxgroup|goto|groupshared|if|in|inline|inout|interface|line|lineadj|linear|long|matrix|mutable|namespace|new|nointerpolation|noperspective|operator|out|packoffset|pass|pixelfragment|point|precise|private|protected|public|register|reinterpret_cast|return|row_major|sample|sampler|shared|short|signed|sizeof|snorm|stateblock|stateblock_state|static|static_cast|string|struct|switch|tbuffer|technique|technique10|technique11|template|texture|this|throw|triangle|triangleadj|try|typedef|typename|uniform|union|unorm|unsigned|using|vector|vertexfragment|virtual|void|volatile|while)\b/,
          // scalar, vector, and matrix types
          /\b(?:bool|double|dword|float|half|int|min(?:10float|12int|16(?:float|int|uint))|uint)(?:[1-4](?:x[1-4])?)?\b/
        ],
        // https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-appendix-grammar#floating-point-numbers
        number: /(?:(?:\b\d+(?:\.\d*)?|\B\.\d+)(?:[eE][+-]?\d+)?|\b0x[\da-fA-F]+)[fFhHlLuU]?\b/,
        boolean: /\b(?:false|true)\b/
      });
    }
  }
});

export {
  require_hlsl
};
//# sourceMappingURL=/build/_shared/chunk-A7QCSISU.js.map
