2016-12-16 01:19:54 +03:00
|
|
|
#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;
|
2017-03-04 07:12:06 +03:00
|
|
|
|
|
|
|
mat4 m1 = mat4(1.0), m2 = mat4(0.0);
|
|
|
|
FragColor += (b ? m1 : m2)[1];
|
2016-12-16 01:19:54 +03:00
|
|
|
}
|