113 lines
2.0 KiB
GLSL
113 lines
2.0 KiB
GLSL
#version 140
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bool u_b;
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bvec2 u_b2;
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bvec3 u_b3;
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bvec4 u_b4;
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int u_i;
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ivec2 u_i2;
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ivec3 u_i3;
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ivec4 u_i4;
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float u_f;
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vec2 u_f2;
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vec3 u_f3;
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vec4 u_f4;
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bool i_b;
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bvec2 i_b2;
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bvec3 i_b3;
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bvec4 i_b4;
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flat in int i_i;
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flat in ivec2 i_i2;
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flat in ivec3 i_i3;
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flat in ivec4 i_i4;
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in float i_f;
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in vec2 i_f2;
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in vec3 i_f3;
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in vec4 i_f4;
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void main()
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{
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bool b = bool(u_i) ^^ bool(u_f);
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bvec2 b2 = bvec2(u_i, u_f);
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bvec3 b3 = bvec3(u_i, u_f, i_i);
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bvec4 b4 = bvec4(u_i, u_f, i_i, i_f);
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int i = int(u_f) + int(b);
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ivec2 i2 = ivec2(u_f2) + ivec2(b2);
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ivec3 i3 = ivec3(u_f3) + ivec3(b3);
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ivec4 i4 = ivec4(u_f4) + ivec4(b4);
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float f = i;
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vec2 f2 = i2;
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vec3 f3 = i3;
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vec4 f4 = i4;
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f += (float(i) + float(b));
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f2 -= vec2(i2) + vec2(b2);
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f3 /= vec3(i3) + vec3(b3);
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f4 += vec4(i4) + vec4(b4);
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f4 += vec4(bvec4(i_i4));
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f4 += vec4(bvec4(u_f4));
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f += f - i;
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f2 += vec2(f, i) + i2;
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f3 += i3 + vec3(f, i, f);
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f4 += vec4(b, i, f, i) + i4;
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f2 += vec2(f, i) * i;
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f3 += vec3(f, i, f) + i;
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f4 += i - vec4(b, i, f, i);
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i2 += ivec2(f, i);
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i3 += ivec3(f, i, f);
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i4 += ivec4(b, i, f, i);
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if (f < i || i < f ||
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f2 == i2 ||
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i3 != f3)
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f = (b ? i : f2.x) + (b2.x ? f3.x : i2.y);
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gl_FragColor =
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b ||
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b2.x ||
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b2.y ||
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b3.x ||
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b3.y ||
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b3.z ||
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b4.x ||
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b4.y ||
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b4.z ||
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b4.w ? vec4(
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i +
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i2.x +
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i2.y +
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i3.x +
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i3.y +
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i3.z +
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i4.x +
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i4.y +
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i4.z +
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i4.w +
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f +
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f2.x +
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f2.y +
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f3.x +
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f3.y +
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f3.z +
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f4.x +
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f4.y +
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f4.z +
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f4.w) : vec4(1.0);
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// with constants...
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ivec4 cv2 = ivec4(1.0);
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bvec4 cv5 = bvec4(cv2);
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gl_FragColor += float(cv5);
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}
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