307 lines
8.1 KiB
GLSL
307 lines
8.1 KiB
GLSL
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#version 450 core
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#extension GL_AMD_gpu_shader_half_float: enable
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#extension GL_ARB_gpu_shader_int64: enable
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void main()
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{
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}
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// Half float literals
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void literal()
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{
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const float16_t f16c = 0.000001hf;
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const f16vec2 f16cv = f16vec2(-0.25HF, 0.03HF);
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f16vec2 f16v;
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f16v.x = f16c;
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f16v += f16cv;
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}
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// Block memory layout
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struct S
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{
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float16_t x; // rule 1: align = 2, takes offsets 0-1
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f16vec2 y; // rule 2: align = 4, takes offsets 4-7
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f16vec3 z; // rule 3: align = 8, takes offsets 8-13
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};
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layout(column_major, std140) uniform B1
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{
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float16_t a; // rule 1: align = 2, takes offsets 0-1
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f16vec2 b; // rule 2: align = 4, takes offsets 4-7
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f16vec3 c; // rule 3: align = 8, takes offsets 8-15
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float16_t d[2]; // rule 4: align = 16, array stride = 16,
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// takes offsets 16-47
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f16mat2x3 e; // rule 5: align = 16, matrix stride = 16,
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// takes offsets 48-79
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f16mat2x3 f[2]; // rule 6: align = 16, matrix stride = 16,
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// array stride = 32, f[0] takes
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// offsets 80-111, f[1] takes offsets
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// 112-143
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S g; // rule 9: align = 16, g.x takes offsets
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// 144-145, g.y takes offsets 148-151,
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// g.z takes offsets 152-159
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S h[2]; // rule 10: align = 16, array stride = 16, h[0]
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// takes offsets 160-175, h[1] takes
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// offsets 176-191
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};
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layout(row_major, std430) buffer B2
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{
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float16_t o; // rule 1: align = 2, takes offsets 0-1
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f16vec2 p; // rule 2: align = 4, takes offsets 4-7
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f16vec3 q; // rule 3: align = 8, takes offsets 8-13
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float16_t r[2]; // rule 4: align = 2, array stride = 2, takes
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// offsets 14-17
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f16mat2x3 s; // rule 7: align = 4, matrix stride = 4, takes
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// offsets 20-31
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f16mat2x3 t[2]; // rule 8: align = 4, matrix stride = 4, array
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// stride = 12, t[0] takes offsets
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// 32-43, t[1] takes offsets 44-55
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S u; // rule 9: align = 8, u.x takes offsets
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// 56-57, u.y takes offsets 60-63, u.z
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// takes offsets 64-69
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S v[2]; // rule 10: align = 8, array stride = 16, v[0]
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// takes offsets 72-87, v[1] takes
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// offsets 88-103
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};
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// Specialization constant
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layout(constant_id = 100) const float16_t sf16 = 0.125hf;
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layout(constant_id = 101) const float sf = 0.25;
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layout(constant_id = 102) const double sd = 0.5lf;
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const float f16_to_f = float(sf16);
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const double f16_to_d = float(sf16);
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const float16_t f_to_f16 = float16_t(sf);
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const float16_t d_to_f16 = float16_t(sd);
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void operators()
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{
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float16_t f16;
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f16vec2 f16v;
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f16mat2x2 f16m;
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bool b;
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// Arithmetic
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f16v += f16v;
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f16v -= f16v;
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f16v *= f16v;
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f16v /= f16v;
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f16v++;
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f16v--;
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++f16m;
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--f16m;
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f16v = -f16v;
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f16m = -f16m;
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f16 = f16v.x + f16v.y;
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f16 = f16v.x - f16v.y;
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f16 = f16v.x * f16v.y;
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f16 = f16v.x / f16v.y;
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// Relational
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b = (f16v.x != f16);
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b = (f16v.y == f16);
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b = (f16v.x > f16);
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b = (f16v.y < f16);
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b = (f16v.x >= f16);
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b = (f16v.y <= f16);
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// Vector/matrix operations
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f16v = f16v * f16;
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f16m = f16m * f16;
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f16v = f16m * f16v;
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f16v = f16v * f16m;
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f16m = f16m * f16m;
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}
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void typeCast()
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{
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bvec3 bv;
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vec3 fv;
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dvec3 dv;
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ivec3 iv;
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uvec3 uv;
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i64vec3 i64v;
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u64vec3 u64v;
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f16vec3 f16v;
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f16v = f16vec3(bv); // bool -> float16
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bv = bvec3(f16v); // float16 -> bool
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f16v = f16vec3(fv); // float -> float16
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fv = vec3(f16v); // float16 -> float
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f16v = f16vec3(dv); // double -> float16
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dv = dvec3(dv); // float16 -> double
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f16v = f16vec3(iv); // int -> float16
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iv = ivec3(f16v); // float16 -> int
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f16v = f16vec3(uv); // uint -> float16
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uv = uvec3(f16v); // float16 -> uint
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f16v = f16vec3(i64v); // int64 -> float16
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i64v = i64vec3(f16v); // float16 -> int64
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f16v = f16vec3(u64v); // uint64 -> float16
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u64v = u64vec3(f16v); // float16 -> uint64
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}
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void builtinAngleTrigFuncs()
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{
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f16vec4 f16v1, f16v2;
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f16v2 = radians(f16v1);
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f16v2 = degrees(f16v1);
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f16v2 = sin(f16v1);
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f16v2 = cos(f16v1);
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f16v2 = tan(f16v1);
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f16v2 = asin(f16v1);
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f16v2 = acos(f16v1);
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f16v2 = atan(f16v1, f16v2);
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f16v2 = atan(f16v1);
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f16v2 = sinh(f16v1);
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f16v2 = cosh(f16v1);
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f16v2 = tanh(f16v1);
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f16v2 = asinh(f16v1);
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f16v2 = acosh(f16v1);
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f16v2 = atanh(f16v1);
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}
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void builtinExpFuncs()
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{
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f16vec2 f16v1, f16v2;
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f16v2 = pow(f16v1, f16v2);
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f16v2 = exp(f16v1);
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f16v2 = log(f16v1);
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f16v2 = exp2(f16v1);
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f16v2 = log2(f16v1);
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f16v2 = sqrt(f16v1);
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f16v2 = inversesqrt(f16v1);
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}
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void builtinCommonFuncs()
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{
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f16vec3 f16v1, f16v2, f16v3;
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float16_t f16;
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bool b;
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bvec3 bv;
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ivec3 iv;
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f16v2 = abs(f16v1);
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f16v2 = sign(f16v1);
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f16v2 = floor(f16v1);
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f16v2 = trunc(f16v1);
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f16v2 = round(f16v1);
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f16v2 = roundEven(f16v1);
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f16v2 = ceil(f16v1);
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f16v2 = fract(f16v1);
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f16v2 = mod(f16v1, f16v2);
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f16v2 = mod(f16v1, f16);
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f16v3 = modf(f16v1, f16v2);
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f16v3 = min(f16v1, f16v2);
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f16v3 = min(f16v1, f16);
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f16v3 = max(f16v1, f16v2);
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f16v3 = max(f16v1, f16);
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f16v3 = clamp(f16v1, f16, f16v2.x);
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f16v3 = clamp(f16v1, f16v2, f16vec3(f16));
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f16v3 = mix(f16v1, f16v2, f16);
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f16v3 = mix(f16v1, f16v2, f16v3);
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f16v3 = mix(f16v1, f16v2, bv);
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f16v3 = step(f16v1, f16v2);
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f16v3 = step(f16, f16v3);
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f16v3 = smoothstep(f16v1, f16v2, f16v3);
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f16v3 = smoothstep(f16, f16v1.x, f16v2);
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b = isnan(f16);
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bv = isinf(f16v1);
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f16v3 = fma(f16v1, f16v2, f16v3);
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f16v2 = frexp(f16v1, iv);
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f16v2 = ldexp(f16v1, iv);
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}
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void builtinPackUnpackFuncs()
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{
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uint u;
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f16vec2 f16v;
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u = packFloat2x16(f16v);
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f16v = unpackFloat2x16(u);
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}
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void builtinGeometryFuncs()
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{
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float16_t f16;
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f16vec3 f16v1, f16v2, f16v3;
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f16 = length(f16v1);
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f16 = distance(f16v1, f16v2);
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f16 = dot(f16v1, f16v2);
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f16v3 = cross(f16v1, f16v2);
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f16v2 = normalize(f16v1);
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f16v3 = faceforward(f16v1, f16v2, f16v3);
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f16v3 = reflect(f16v1, f16v2);
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f16v3 = refract(f16v1, f16v2, f16);
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}
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void builtinMatrixFuncs()
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{
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f16mat2x3 f16m1, f16m2, f16m3;
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f16mat3x2 f16m4;
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f16mat3 f16m5;
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f16mat4 f16m6, f16m7;
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f16vec3 f16v1;
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f16vec2 f16v2;
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float16_t f16;
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f16m3 = matrixCompMult(f16m1, f16m2);
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f16m1 = outerProduct(f16v1, f16v2);
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f16m4 = transpose(f16m1);
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f16 = determinant(f16m5);
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f16m6 = inverse(f16m7);
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}
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void builtinVecRelFuncs()
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{
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f16vec3 f16v1, f16v2;
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bvec3 bv;
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bv = lessThan(f16v1, f16v2);
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bv = lessThanEqual(f16v1, f16v2);
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bv = greaterThan(f16v1, f16v2);
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bv = greaterThanEqual(f16v1, f16v2);
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bv = equal(f16v1, f16v2);
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bv = notEqual(f16v1, f16v2);
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}
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in f16vec3 if16v;
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void builtinFragProcFuncs()
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{
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f16vec3 f16v;
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// Derivative
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f16v.x = dFdx(if16v.x);
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f16v.y = dFdy(if16v.y);
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f16v.xy = dFdxFine(if16v.xy);
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f16v.xy = dFdyFine(if16v.xy);
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f16v = dFdxCoarse(if16v);
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f16v = dFdxCoarse(if16v);
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f16v.x = fwidth(if16v.x);
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f16v.xy = fwidthFine(if16v.xy);
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f16v = fwidthCoarse(if16v);
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// Interpolation
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f16v.x = interpolateAtCentroid(if16v.x);
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f16v.xy = interpolateAtSample(if16v.xy, 1);
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f16v = interpolateAtOffset(if16v, f16vec2(0.5hf));
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}
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