mirror of
https://github.com/RPCS3/glslang.git
synced 2024-11-24 19:59:40 +00:00
354 lines
7.8 KiB
GLSL
354 lines
7.8 KiB
GLSL
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float PixelShaderFunction(float inF0, float inF1, float inF2)
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{
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all(inF0);
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abs(inF0);
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acos(inF0);
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any(inF0);
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asin(inF0);
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atan(inF0);
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atan2(inF0, inF1);
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ceil(inF0);
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clamp(inF0, inF1, inF2);
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cos(inF0);
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cosh(inF0);
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countbits(7);
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ddx(inF0);
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ddx_coarse(inF0);
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ddx_fine(inF0);
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ddy(inF0);
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ddy_coarse(inF0);
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ddy_fine(inF0);
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degrees(inF0);
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// EvaluateAttributeAtCentroid(inF0);
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// EvaluateAttributeAtSample(inF0, 0);
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// TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
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exp(inF0);
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exp2(inF0);
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firstbithigh(7);
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firstbitlow(7);
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floor(inF0);
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// TODO: fma(inD0, inD1, inD2);
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fmod(inF0, inF1);
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frac(inF0);
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frexp(inF0, inF1);
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fwidth(inF0);
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isinf(inF0);
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isnan(inF0);
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ldexp(inF0, inF1);
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log(inF0);
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log2(inF0);
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max(inF0, inF1);
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min(inF0, inF1);
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// TODO: mul(inF0, inF1);
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pow(inF0, inF1);
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radians(inF0);
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reversebits(2);
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round(inF0);
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rsqrt(inF0);
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sign(inF0);
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sin(inF0);
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sinh(inF0);
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smoothstep(inF0, inF1, inF2);
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sqrt(inF0);
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step(inF0, inF1);
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tan(inF0);
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tanh(inF0);
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// TODO: sampler intrinsics, when we can declare the types.
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trunc(inF0);
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return 0.0;
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}
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float1 PixelShaderFunction(float1 inF0, float1 inF1, float1 inF2)
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{
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// TODO: ... add when float1 prototypes are generated
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return 0.0;
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}
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float2 PixelShaderFunction(float2 inF0, float2 inF1, float2 inF2)
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{
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all(inF0);
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abs(inF0);
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acos(inF0);
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any(inF0);
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asin(inF0);
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atan(inF0);
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atan2(inF0, inF1);
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ceil(inF0);
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clamp(inF0, inF1, inF2);
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cos(inF0);
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cosh(inF0);
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countbits(int2(7,3));
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ddx(inF0);
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ddx_coarse(inF0);
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ddx_fine(inF0);
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ddy(inF0);
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ddy_coarse(inF0);
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ddy_fine(inF0);
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degrees(inF0);
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distance(inF0, inF1);
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dot(inF0, inF1);
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// EvaluateAttributeAtCentroid(inF0);
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// EvaluateAttributeAtSample(inF0, 0);
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// TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
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exp(inF0);
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exp2(inF0);
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faceforward(inF0, inF1, inF2);
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firstbithigh(7);
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firstbitlow(7);
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floor(inF0);
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// TODO: fma(inD0, inD1, inD2);
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fmod(inF0, inF1);
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frac(inF0);
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frexp(inF0, inF1);
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fwidth(inF0);
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isinf(inF0);
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isnan(inF0);
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ldexp(inF0, inF1);
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length(inF0);
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log(inF0);
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log2(inF0);
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max(inF0, inF1);
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min(inF0, inF1);
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// TODO: mul(inF0, inF1);
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normalize(inF0);
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pow(inF0, inF1);
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radians(inF0);
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reflect(inF0, inF1);
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refract(inF0, inF1, 2.0);
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reversebits(int2(1,2));
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round(inF0);
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rsqrt(inF0);
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sign(inF0);
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sin(inF0);
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sinh(inF0);
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smoothstep(inF0, inF1, inF2);
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sqrt(inF0);
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step(inF0, inF1);
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tan(inF0);
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tanh(inF0);
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// TODO: sampler intrinsics, when we can declare the types.
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trunc(inF0);
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// TODO: ... add when float1 prototypes are generated
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return float2(1,2);
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}
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float3 PixelShaderFunction(float3 inF0, float3 inF1, float3 inF2)
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{
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all(inF0);
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abs(inF0);
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acos(inF0);
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any(inF0);
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asin(inF0);
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atan(inF0);
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atan2(inF0, inF1);
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ceil(inF0);
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clamp(inF0, inF1, inF2);
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cos(inF0);
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cosh(inF0);
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countbits(int3(7,3,5));
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cross(inF0, inF1);
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ddx(inF0);
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ddx_coarse(inF0);
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ddx_fine(inF0);
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ddy(inF0);
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ddy_coarse(inF0);
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ddy_fine(inF0);
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degrees(inF0);
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distance(inF0, inF1);
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dot(inF0, inF1);
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// EvaluateAttributeAtCentroid(inF0);
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// EvaluateAttributeAtSample(inF0, 0);
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// TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
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exp(inF0);
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exp2(inF0);
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faceforward(inF0, inF1, inF2);
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firstbithigh(7);
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firstbitlow(7);
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floor(inF0);
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// TODO: fma(inD0, inD1, inD2);
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fmod(inF0, inF1);
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frac(inF0);
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frexp(inF0, inF1);
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fwidth(inF0);
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isinf(inF0);
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isnan(inF0);
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ldexp(inF0, inF1);
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length(inF0);
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log(inF0);
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log2(inF0);
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max(inF0, inF1);
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min(inF0, inF1);
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// TODO: mul(inF0, inF1);
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normalize(inF0);
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pow(inF0, inF1);
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radians(inF0);
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reflect(inF0, inF1);
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refract(inF0, inF1, 2.0);
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reversebits(int3(1,2,3));
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round(inF0);
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rsqrt(inF0);
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sign(inF0);
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sin(inF0);
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sinh(inF0);
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smoothstep(inF0, inF1, inF2);
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sqrt(inF0);
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step(inF0, inF1);
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tan(inF0);
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tanh(inF0);
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// TODO: sampler intrinsics, when we can declare the types.
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trunc(inF0);
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// TODO: ... add when float1 prototypes are generated
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return float3(1,2,3);
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}
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float4 PixelShaderFunction(float4 inF0, float4 inF1, float4 inF2)
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{
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all(inF0);
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abs(inF0);
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acos(inF0);
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any(inF0);
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asin(inF0);
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atan(inF0);
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atan2(inF0, inF1);
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ceil(inF0);
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clamp(inF0, inF1, inF2);
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cos(inF0);
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cosh(inF0);
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countbits(int4(7,3,5,2));
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ddx(inF0);
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ddx_coarse(inF0);
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ddx_fine(inF0);
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ddy(inF0);
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ddy_coarse(inF0);
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ddy_fine(inF0);
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degrees(inF0);
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distance(inF0, inF1);
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dot(inF0, inF1);
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// EvaluateAttributeAtCentroid(inF0);
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// EvaluateAttributeAtSample(inF0, 0);
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// TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
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exp(inF0);
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exp2(inF0);
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faceforward(inF0, inF1, inF2);
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firstbithigh(7);
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firstbitlow(7);
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floor(inF0);
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// TODO: fma(inD0, inD1, inD2);
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fmod(inF0, inF1);
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frac(inF0);
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frexp(inF0, inF1);
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fwidth(inF0);
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isinf(inF0);
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isnan(inF0);
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ldexp(inF0, inF1);
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length(inF0);
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log(inF0);
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log2(inF0);
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max(inF0, inF1);
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min(inF0, inF1);
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// TODO: mul(inF0, inF1);
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normalize(inF0);
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pow(inF0, inF1);
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radians(inF0);
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reflect(inF0, inF1);
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refract(inF0, inF1, 2.0);
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reversebits(int4(1,2,3,4));
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round(inF0);
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rsqrt(inF0);
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sign(inF0);
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sin(inF0);
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sinh(inF0);
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smoothstep(inF0, inF1, inF2);
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sqrt(inF0);
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step(inF0, inF1);
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tan(inF0);
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tanh(inF0);
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// TODO: sampler intrinsics, when we can declare the types.
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trunc(inF0);
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// TODO: ... add when float1 prototypes are generated
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return float4(1,2,3,4);
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}
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// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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#define MATFNS() \
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all(inF0); \
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abs(inF0); \
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acos(inF0); \
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any(inF0); \
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asin(inF0); \
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atan(inF0); \
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atan2(inF0, inF1); \
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ceil(inF0); \
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clamp(inF0, inF1, inF2); \
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cos(inF0); \
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cosh(inF0); \
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ddx(inF0); \
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ddx_coarse(inF0); \
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ddx_fine(inF0); \
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ddy(inF0); \
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ddy_coarse(inF0); \
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ddy_fine(inF0); \
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degrees(inF0); \
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determinant(inF0); \
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exp(inF0); \
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exp2(inF0); \
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firstbithigh(7); \
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firstbitlow(7); \
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floor(inF0); \
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fmod(inF0, inF1); \
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frac(inF0); \
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frexp(inF0, inF1); \
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fwidth(inF0); \
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ldexp(inF0, inF1); \
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log(inF0); \
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log2(inF0); \
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max(inF0, inF1); \
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min(inF0, inF1); \
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pow(inF0, inF1); \
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radians(inF0); \
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round(inF0); \
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rsqrt(inF0); \
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sign(inF0); \
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sin(inF0); \
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sinh(inF0); \
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smoothstep(inF0, inF1, inF2); \
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sqrt(inF0); \
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step(inF0, inF1); \
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tan(inF0); \
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tanh(inF0); \
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transpose(inF0); \
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trunc(inF0);
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// TODO: turn on non-square matrix tests when protos are available.
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float2x2 PixelShaderFunction(float2x2 inF0, float2x2 inF1, float2x2 inF2)
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{
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// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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MATFNS()
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// TODO: ... add when float1 prototypes are generated
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return float2x2(2,2,2,2);
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}
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float3x3 PixelShaderFunction(float3x3 inF0, float3x3 inF1, float3x3 inF2)
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{
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// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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MATFNS()
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// TODO: ... add when float1 prototypes are generated
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return float3x3(3,3,3,3,3,3,3,3,3);
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}
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float4x4 PixelShaderFunction(float4x4 inF0, float4x4 inF1, float4x4 inF2)
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{
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// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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MATFNS()
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// TODO: ... add when float1 prototypes are generated
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return float4x4(4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4);
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}
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