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https://github.com/RPCS3/glslang.git
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140 lines
2.6 KiB
GLSL
140 lines
2.6 KiB
GLSL
#version 450
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uniform ivec4 uiv4;
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uniform vec4 uv4;
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uniform bool ub;
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uniform bvec4 ub41, ub42;
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uniform float uf;
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uniform int ui;
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uniform uvec4 uuv4;
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uniform uint uui;
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out vec4 FragColor;
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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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// 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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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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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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v += trunc(v);
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v += round(v);
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v += roundEven(v);
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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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v += modf(v, v);
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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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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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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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// 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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// 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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//// 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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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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f = ((uf + uf) * uf - uf) / uf;
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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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if (f == uf || f != uf && f != 2.0)
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++f;
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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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FragColor = b ? vec4(i) + vec4(f) + v : v;
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}
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