glslang/Test/spv.Operations.frag

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