So the best function matching algorithm should be actived. Signed-off-by: ZhiqianXia <xzq0528@outlook.com>
		
			
				
	
	
		
			21 lines
		
	
	
		
			636 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			21 lines
		
	
	
		
			636 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 150
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#extension GL_ARB_gpu_shader5 : require
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uniform ivec4 u1;
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uniform uvec4 u2;
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out     vec4  result;
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vec4 f(in vec4 a, in vec4 b){ return a * b;}           // choice 1
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vec4 f(in uvec4 a, in uvec4 b){ return vec4(a - b);}   // choice 2
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void main()
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{
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    result = f(u1, u2); // should match choice 2. which have less implicit conversion. 
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    switch (gl_VertexID)
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    {
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      case 0: gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); break;
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      case 1: gl_Position = vec4( 1.0, 1.0, 0.0, 1.0); break;
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      case 2: gl_Position = vec4(-1.0,-1.0, 0.0, 1.0); break;
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      case 3: gl_Position = vec4( 1.0,-1.0, 0.0, 1.0); break;
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    }
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}
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