| #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 += modf(v, v.yzxw); | |
| 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); | |
| // multiple out operands | |
| uvec4 msb; | |
| uvec4 lsb; | |
| umulExtended(uuv4.xyz, uuv4.xyz, msb.xyz, lsb.xyz); | |
| u += msb.x + msb.y + msb.z; | |
| u += lsb.x + lsb.y + lsb.z; | |
| //// 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; | |
| mat4 m1 = mat4(1.0), m2 = mat4(0.0); | |
| FragColor += (b ? m1 : m2)[1]; | |
| } |