278 lines
6.3 KiB
GLSL
278 lines
6.3 KiB
GLSL
#version 450
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#extension GL_KHX_shader_explicit_arithmetic_types: enable
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#extension GL_KHX_shader_explicit_arithmetic_types_int8: require
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#extension GL_KHX_shader_explicit_arithmetic_types_int16: require
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#extension GL_KHX_shader_explicit_arithmetic_types_int32: require
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#extension GL_KHX_shader_explicit_arithmetic_types_int64: require
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#extension GL_KHX_shader_explicit_arithmetic_types_float16: require
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#extension GL_KHX_shader_explicit_arithmetic_types_float32: require
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#extension GL_KHX_shader_explicit_arithmetic_types_float64: require
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void main()
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{
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}
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// Single float literals
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void literal()
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{
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const float32_t f32c = 0.000001f;
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const f32vec2 f32cv = f32vec2(-0.25F, 0.03f);
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f32vec2 f32v;
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f32v.x = f32c;
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f32v += f32cv;
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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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float32_t x;
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f32vec2 y;
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f32vec3 z;
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};
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layout(column_major, std140) uniform B1
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{
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float32_t a;
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f32vec2 b;
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f32vec3 c;
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float32_t d[2];
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f32mat2x3 e;
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f32mat2x3 f[2];
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S g;
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S h[2];
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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 float32_t sf = 0.25;
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layout(constant_id = 102) const float64_t 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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float32_t f32;
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f32vec2 f32v;
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f32mat2x2 f32m;
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bool b;
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// Arithmetic
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f32v += f32v;
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f32v -= f32v;
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f32v *= f32v;
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f32v /= f32v;
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f32v++;
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f32v--;
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++f32m;
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--f32m;
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f32v = -f32v;
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f32m = -f32m;
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f32 = f32v.x + f32v.y;
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f32 = f32v.x - f32v.y;
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f32 = f32v.x * f32v.y;
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f32 = f32v.x / f32v.y;
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// Relational
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b = (f32v.x != f32);
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b = (f32v.y == f32);
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b = (f32v.x > f32);
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b = (f32v.y < f32);
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b = (f32v.x >= f32);
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b = (f32v.y <= f32);
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// Vector/matrix operations
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f32v = f32v * f32;
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f32m = f32m * f32;
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f32v = f32m * f32v;
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f32v = f32v * f32m;
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f32m = f32m * f32m;
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}
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void typeCast()
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{
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bvec3 bv;
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f32vec3 f32v;
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f64vec3 f64v;
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i8vec3 i8v;
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u8vec3 u8v;
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i16vec3 i16v;
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u16vec3 u16v;
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i32vec3 i32v;
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u32vec3 u32v;
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i64vec3 i64v;
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u64vec3 u64v;
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f16vec3 f16v;
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f64v = f32v; // float32_t -> float64_t
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f32v = f32vec3(bv); // bool -> float32
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bv = bvec3(f32v); // float32 -> bool
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f32v = f32vec3(f64v); // double -> float32
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f64v = f64vec3(f32v); // float32 -> double
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f32v = f32vec3(f16v); // float16 -> float32
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f16v = f16vec3(f32v); // float32 -> float16
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i8v = i8vec3(f32v); // float32 -> int8
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i16v = i16vec3(f32v); // float32 -> int16
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i32v = i32vec3(f32v); // float32 -> int32
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i64v = i64vec3(f32v); // float32 -> int64
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u8v = u8vec3(f32v); // float32 -> uint8
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u16v = u16vec3(f32v); // float32 -> uint16
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u32v = u32vec3(f32v); // float32 -> uint32
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u64v = u64vec3(f32v); // float32 -> uint64
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}
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void builtinAngleTrigFuncs()
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{
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f32vec4 f32v1, f32v2;
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f32v2 = radians(f32v1);
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f32v2 = degrees(f32v1);
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f32v2 = sin(f32v1);
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f32v2 = cos(f32v1);
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f32v2 = tan(f32v1);
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f32v2 = asin(f32v1);
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f32v2 = acos(f32v1);
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f32v2 = atan(f32v1, f32v2);
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f32v2 = atan(f32v1);
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f32v2 = sinh(f32v1);
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f32v2 = cosh(f32v1);
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f32v2 = tanh(f32v1);
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f32v2 = asinh(f32v1);
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f32v2 = acosh(f32v1);
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f32v2 = atanh(f32v1);
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}
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void builtinExpFuncs()
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{
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f32vec2 f32v1, f32v2;
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f32v2 = pow(f32v1, f32v2);
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f32v2 = exp(f32v1);
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f32v2 = log(f32v1);
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f32v2 = exp2(f32v1);
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f32v2 = log2(f32v1);
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f32v2 = sqrt(f32v1);
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f32v2 = inversesqrt(f32v1);
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}
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void builtinCommonFuncs()
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{
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f32vec3 f32v1, f32v2, f32v3;
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float32_t f32;
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bool b;
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bvec3 bv;
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ivec3 iv;
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f32v2 = abs(f32v1);
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f32v2 = sign(f32v1);
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f32v2 = floor(f32v1);
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f32v2 = trunc(f32v1);
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f32v2 = round(f32v1);
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f32v2 = roundEven(f32v1);
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f32v2 = ceil(f32v1);
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f32v2 = fract(f32v1);
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f32v2 = mod(f32v1, f32v2);
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f32v2 = mod(f32v1, f32);
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f32v3 = modf(f32v1, f32v2);
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f32v3 = min(f32v1, f32v2);
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f32v3 = min(f32v1, f32);
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f32v3 = max(f32v1, f32v2);
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f32v3 = max(f32v1, f32);
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f32v3 = clamp(f32v1, f32, f32v2.x);
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f32v3 = clamp(f32v1, f32v2, f32vec3(f32));
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f32v3 = mix(f32v1, f32v2, f32);
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f32v3 = mix(f32v1, f32v2, f32v3);
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f32v3 = mix(f32v1, f32v2, bv);
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f32v3 = step(f32v1, f32v2);
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f32v3 = step(f32, f32v3);
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f32v3 = smoothstep(f32v1, f32v2, f32v3);
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f32v3 = smoothstep(f32, f32v1.x, f32v2);
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b = isnan(f32);
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bv = isinf(f32v1);
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f32v3 = fma(f32v1, f32v2, f32v3);
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f32v2 = frexp(f32v1, iv);
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f32v2 = ldexp(f32v1, iv);
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}
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void builtinGeometryFuncs()
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{
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float32_t f32;
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f32vec3 f32v1, f32v2, f32v3;
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f32 = length(f32v1);
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f32 = distance(f32v1, f32v2);
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f32 = dot(f32v1, f32v2);
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f32v3 = cross(f32v1, f32v2);
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f32v2 = normalize(f32v1);
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f32v3 = faceforward(f32v1, f32v2, f32v3);
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f32v3 = reflect(f32v1, f32v2);
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f32v3 = refract(f32v1, f32v2, f32);
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}
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void builtinMatrixFuncs()
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{
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f32mat2x3 f32m1, f32m2, f32m3;
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f32mat3x2 f32m4;
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f32mat3 f32m5;
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f32mat4 f32m6, f32m7;
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f32vec3 f32v1;
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f32vec2 f32v2;
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float32_t f32;
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f32m3 = matrixCompMult(f32m1, f32m2);
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f32m1 = outerProduct(f32v1, f32v2);
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f32m4 = transpose(f32m1);
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f32 = determinant(f32m5);
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f32m6 = inverse(f32m7);
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}
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void builtinVecRelFuncs()
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{
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f32vec3 f32v1, f32v2;
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bvec3 bv;
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bv = lessThan(f32v1, f32v2);
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bv = lessThanEqual(f32v1, f32v2);
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bv = greaterThan(f32v1, f32v2);
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bv = greaterThanEqual(f32v1, f32v2);
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bv = equal(f32v1, f32v2);
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bv = notEqual(f32v1, f32v2);
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}
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in f32vec3 if32v;
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void builtinFragProcFuncs()
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{
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f32vec3 f32v;
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// Derivative
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f32v.x = dFdx(if32v.x);
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f32v.y = dFdy(if32v.y);
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f32v.xy = dFdxFine(if32v.xy);
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f32v.xy = dFdyFine(if32v.xy);
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f32v = dFdxCoarse(if32v);
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f32v = dFdxCoarse(if32v);
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f32v.x = fwidth(if32v.x);
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f32v.xy = fwidthFine(if32v.xy);
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f32v = fwidthCoarse(if32v);
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// Interpolation
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f32v.x = interpolateAtCentroid(if32v.x);
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f32v.xy = interpolateAtSample(if32v.xy, 1);
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f32v = interpolateAtOffset(if32v, f32vec2(0.5f));
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}
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