142 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			142 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 450
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| 
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| flat in ivec4 uiv4;
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| in vec4 uv4;
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| bool ub;
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| bvec4 ub41, ub42;
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| in float uf;
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| flat in int ui;
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| flat in uvec4 uuv4;
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| flat in uint uui;
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| 
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| out vec4 FragColor;
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| 
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| void main()
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| {
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|     vec4 v;
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| 	float f;
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| 	bool b;
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| 	bvec4 bv4;
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| 	int i;
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| 	uint u;
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| 
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| 	// floating point
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|     v = radians(uv4);
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|     v += degrees(v);
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|     v += (i = ui*ui, sin(v));
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|     v += cos(v);
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|     v += tan(v);
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|     v += asin(v);
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|     v += acos(v);
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| 
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|     v += atan(v);
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|     v += sinh(v);
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|     v += cosh(v);
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|     v += tanh(v);
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|     v += asinh(v);
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|     v += acosh(v);
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|     v += atanh(v);
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| 
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|     v += pow(v, v);
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|     v += exp(v);
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|     v += log(v);
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|     v += exp2(v);
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|     v += log2(v);
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|     v += sqrt(v);
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|     v += inversesqrt(v);
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|     v += abs(v);
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|     v += sign(v);
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|     v += floor(v);
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| 
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|     v += trunc(v);
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|     v += round(v);
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|     v += roundEven(v);
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| 
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|     v += ceil(v);
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|     v += fract(v);
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|     v += mod(v, v);
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| 	v += mod(v, v.x);
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| 
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|     v += modf(v, v);
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| 
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|     v += min(v, uv4);
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|     v += max(v, uv4);
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|     v += clamp(v, uv4, uv4);
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|     v += mix(v,v,v);
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| 
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|     v += mix(v,v,ub41);
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|     v += mix(v,v,f);
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| //spv    v += intBitsToFloat(ui);
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| //    v += uintBitsToFloat(uui);
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| //    i += floatBitsToInt(f);
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| //    u += floatBitsToUint(f);
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|     v += fma(v, uv4, v);
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| 
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|     v += step(v,v);
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|     v += smoothstep(v,v,v);
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|     v += step(uf,v);
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|     v += smoothstep(uf,uf,v);
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|     v += normalize(v);
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|     v += faceforward(v, v, v);
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|     v += reflect(v, v);
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|     v += refract(v, v, uf);
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|     v += dFdx(v);
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|     v += dFdy(v);
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|     v += fwidth(v);
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| 
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| 	// signed integer
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| 	i += abs(ui);
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| 	i += sign(i);
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| 	i += min(i, ui);
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| 	i += max(i, ui);
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| 	i += clamp(i, ui, ui);
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| 
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| 	// unsigned integer
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|     u += min(u, uui);
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|     u += max(u, uui);
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|     u += clamp(u, uui, uui);
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| 
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| 	//// bool
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| 	b = isnan(uf);
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|     b = isinf(f);
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| 	b = any(lessThan(v, uv4));
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| 	b = (b && any(lessThanEqual(v, uv4)));
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|     b = (b && any(greaterThan(v, uv4)));
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|     b = (b && any(greaterThanEqual(v, uv4)));
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|     b = (b && any(equal(ub41, ub42)));
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|     b = (b && any(notEqual(ub41, ub42)));
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|     b = (b && any(ub41));
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|     b = (b && all(ub41));
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|     b = (b && any(not(ub41)));
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| 	
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| 	i = ((i + ui) * i - ui) / i;
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| 	i = i % ui;
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| 	if (i == ui || i != ui && i == ui ^^ i != 2)
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| 	    ++i;
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| 	
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| 	f = ((uf + uf) * uf - uf) / uf;
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| 
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| 	f += length(v);
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|     f += distance(v, v);
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|     f += dot(v, v);
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|     f += dot(f, uf);
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| 	f += cross(v.xyz, v.xyz).x;
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| 
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| 	if (f == uf || f != uf && f != 2.0)
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| 	    ++f;
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| 
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|     i &= ui;
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|     i |= 0x42;
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|     i ^= ui;
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|     i %= 17;
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|     i >>= 2;
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|     i <<= ui;
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|     i = ~i;
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|     b = !b;
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| 
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|     FragColor = b ? vec4(i) + vec4(f) + v : v;
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| 
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|     mat4 m1 = mat4(1.0), m2 = mat4(0.0);
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|     FragColor += (b ? m1 : m2)[1];
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| }
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