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https://github.com/libretro/glslang.git
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69 lines
1.3 KiB
GLSL
69 lines
1.3 KiB
GLSL
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#version 300 es
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int imax, imin;
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uint umax, umin;
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vec3 x, y;
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bvec3 bv;
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uint uy;
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uvec2 uv2c;
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uvec2 uv2y;
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uvec2 uv2x;
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uvec4 uv4y;
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ivec3 iv3a;
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ivec3 iv3b;
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ivec4 iv4a;
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ivec4 iv4b;
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float f;
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vec2 v2a, v2b;
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vec4 v4;
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void main()
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{
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// 1.3 int
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vec3 v = mix(x, y, bv);
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ivec4 iv10 = abs(iv4a);
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ivec4 iv11 = sign(iv4a);
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ivec4 iv12 = min(iv4a, iv4b);
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ivec4 iv13 = min(iv4a, imin);
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uvec2 u = min(uv2x, uv2y);
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uvec4 uv = min(uv4y, uy);
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ivec3 iv14 = max(iv3a, iv3b);
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ivec4 iv15 = max(iv4a, imax);
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uvec2 u10 = max(uv2x, uv2y);
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uvec2 u11 = max(uv2x, uy);
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ivec4 iv16 = clamp(iv4a, iv4a, iv4b);
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ivec4 iv17 = clamp(iv4a, imin, imax);
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uvec2 u12 = clamp(uv2x, uv2y, uv2c);
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uvec4 uv10 = clamp(uv4y, umin, umax);
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// 1.3 float
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vec3 modfOut;
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vec3 v11 = modf(x, modfOut);
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float t = trunc(f);
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vec2 v12 = round(v2a);
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vec2 v13 = roundEven(v2a);
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bvec2 b10 = isnan(v2a);
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bvec4 b11 = isinf(v4);
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// 3.3 float
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int i = floatBitsToInt(f);
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uvec4 uv11 = floatBitsToUint(v4);
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vec4 v14 = intBitsToFloat(iv4a);
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vec2 v15 = uintBitsToFloat(uv2c);
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// 4.0 pack
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uint u19 = packSnorm2x16(v2a);
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vec2 v20 = unpackSnorm2x16(uy);
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uint u15 = packUnorm2x16(v2a);
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vec2 v16 = unpackUnorm2x16(uy);
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uint u17 = packHalf2x16(v2b);
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vec2 v18 = unpackHalf2x16(uy);
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}
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