mirror of
https://github.com/RPCS3/glslang.git
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103 lines
2.4 KiB
GLSL
103 lines
2.4 KiB
GLSL
#version 310 es
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precision mediump float;
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flat in uvec2 t;
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in float f;
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in vec2 tc;
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flat in uvec4 v;
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flat in int i;
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bool b;
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out uvec4 c;
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uniform mediump usampler2D usampler;
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void main()
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{
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int count = 1;
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uint u = t.y + 3u;
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const uint cu1 = 0xFFFFFFFFU;
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const uint cu2 = -1u; // 0xFFFFFFFF
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const uint cu3 = 1U;
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const uint cu4 = 1u;
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if (cu1 == cu2)
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count *= 2; // 2
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if (cu3 == cu4)
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count *= 3; // 6
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if (cu2 == cu3)
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count *= 5; // not done
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const int cshiftedii = 0xFFFFFFFF >> 10;
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const uint cushiftedui = 0xFFFFFFFFu >> 10;
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const int cshiftediu = 0xFFFFFFFF >> 10u;
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const uint cushifteduu = 0xFFFFFFFFu >> 10u;
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if (cshiftedii == cshiftediu)
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count *= 7; // 42
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if (cushiftedui == cushifteduu)
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count *= 11; // 462
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if (cshiftedii == int(cushiftedui))
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count *= 13; // not done
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int shiftedii = 0xFFFFFFFF >> 10;
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uint shiftedui = 0xFFFFFFFFu >> 10;
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int shiftediu = 0xFFFFFFFF >> 10u;
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uint shifteduu = 0xFFFFFFFFu >> 10u;
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if (shiftedii == shiftediu)
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c = texture(usampler, tc);
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if (shiftedui == shifteduu)
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c = texture(usampler, tc + float(1u));
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if (shiftedii == int(shiftedui))
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c = texture(usampler, tc - vec2(2u));
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if (t.x > 4u) {
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float af = float(u);
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bool ab = bool(u);
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int ai = int(u);
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c += uvec4(uint(af), uint(ab), uint(ai), count);
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}
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const uint cmask1 = 0x0A1u;
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const uint cmask2 = 0xA10u;
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const uint cmask3 = cmask1 << 4;
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const uint cmask4 = 0xAB1u;
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if (cmask3 == cmask2)
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count *= 17; // 7854
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if ((cmask3 & cmask1) != 0u)
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count *= 19; // not done
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if ((cmask1 | cmask3) == cmask4)
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count *= 23; // 180642
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if ((cmask1 ^ cmask4) == 0xA10u)
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count *= 27; // 4877334
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uint mask1 = 0x0A1u;
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uint mask2 = 0xA10u;
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uint mask3 = mask1 << 4;
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uint mask4 = 0xAB1u;
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if (mask3 == mask2)
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count *= 2; // 9754668
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if ((mask3 & mask1) != 0u)
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count *= 3; // not done
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if ((mask1 | mask3) == mask4)
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count *= 5; // 48773340
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if ((mask1 ^ mask4) == 0xA10u)
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count *= 7; // 341413380
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c += uvec4(count);
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#define UINT_MAX 4294967295u
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c.x += UINT_MAX;
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}
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