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authorMichal Krol <[email protected]>2005-05-25 13:43:32 +0000
committerMichal Krol <[email protected]>2005-05-25 13:43:32 +0000
commit1008f57f6f47920071107df8abafda57cc679930 (patch)
treed96468a50bc43b1737c9334497d75461c6b9bdce
parent2b73e5aaafc9bc3e495fa2da059644bed75c4278 (diff)
remove the GLSL spec wording;
reorder some elementary operators; disable assignment "=" and equality "==" "!=" operators - they are handled internally by the assembly generator; fix minor typos
-rwxr-xr-xsrc/mesa/shader/slang/library/slang_core.gc3304
-rw-r--r--src/mesa/shader/slang/library/slang_core_gc.h606
-rwxr-xr-xsrc/mesa/shader/slang/library/slang_core_gc_bin.h1377
3 files changed, 2267 insertions, 3020 deletions
diff --git a/src/mesa/shader/slang/library/slang_core.gc b/src/mesa/shader/slang/library/slang_core.gc
index e20b144a0d6..d1d2cb10fdf 100755
--- a/src/mesa/shader/slang/library/slang_core.gc
+++ b/src/mesa/shader/slang/library/slang_core.gc
@@ -1,1743 +1,1565 @@
-
-//
-// This file defines nearly all constructors and operators for built-in data types, using
-// extended language syntax. In general, compiler treats constructors and operators as
-// ordinary functions with some exceptions. For example, the language does not allow
-// functions to be called in constant expressions - here the exception is made to allow it.
-//
-// Each implementation provides its own version of this file. Each implementation can define
-// the required set of operators and constructors in its own fashion.
-//
-// The extended language syntax is only present when compiling this file. It is implicitly
-// included at the very beginning of the compiled shader, so no built-in functions can be
-// used.
-//
-// To communicate with the implementation, a special extended "__asm" keyword is used, followed
-// by an instruction name (any valid identifier), a destination variable identifier and a
-// a list of zero or more source variable identifiers. A variable identifier is a variable name
-// declared earlier in the code (as a function parameter, local or global variable).
-// An instruction name designates an instruction that must be exported by the implementation.
+
+//
+// This file defines nearly all constructors and operators for built-in data types, using
+// extended language syntax. In general, compiler treats constructors and operators as
+// ordinary functions with some exceptions. For example, the language does not allow
+// functions to be called in constant expressions - here the exception is made to allow it.
+//
+// Each implementation provides its own version of this file. Each implementation can define
+// the required set of operators and constructors in its own fashion.
+//
+// The extended language syntax is only present when compiling this file. It is implicitly
+// included at the very beginning of the compiled shader, so no built-in functions can be
+// used.
+//
+// To communicate with the implementation, a special extended "__asm" keyword is used, followed
+// by an instruction name (any valid identifier), a destination variable identifier and a
+// a list of zero or more source variable identifiers. A variable identifier is a variable name
+// declared earlier in the code (as a function parameter, local or global variable).
+// An instruction name designates an instruction that must be exported by the implementation.
// Each instruction receives data from source variable identifiers and returns data in the
-// destination variable identifier.
-//
-// It is up to the implementation how to define a particular operator or constructor. If it is
-// expected to being used rarely, it can be defined in terms of other operators and constructors,
-// for example:
-//
-// ivec2 __operator + (const ivec2 x, const ivec2 y) {
-// return ivec2 (x[0] + y[0], x[1] + y[1]);
-// }
-//
-// If a particular operator or constructor is expected to be used very often or is an atomic
-// operation (that is, an operation that cannot be expressed in terms of other operations or
-// would create a dependency cycle) it must be defined using one or more __asm constructs.
-//
-// Each implementation must define constructors for all scalar types (bool, float, int).
-// There are 9 scalar-to-scalar constructors (including identity constructors). However,
-// since the language introduces special constructors (like matrix constructor with a single
-// scalar value), implementations must also implement these cases.
-// The compiler provides the following algorithm when resolving a constructor:
-// - try to find a constructor with a prototype matching ours,
-// - if no constructor is found and this is a scalar-to-scalar constructor, raise an error,
-// - if a constructor is found, execute it and return,
-// - count the size of the constructor parameter list - if it is less than the size of
-// our constructor's type, raise an error,
-// - for each parameter in the list do a recursive constructor matching for appropriate
-// scalar fields in the constructed variable,
-//
-// Each implementation must also define a set of operators that deal with built-in data types.
-// There are four kinds of operators:
-// 1) Operators that are implemented only by the compiler: "()" (function call), "," (sequence)
-// and "?:" (selection).
-// 2) Operators that are implemented by the compiler by expressing it in terms of other operators:
-// - "." (field selection) - translated to subscript access,
-// - "&&" (logical and) - translated to "<left_expr> ? <right_expr> : false",
-// - "||" (logical or) - translated to "<left_expr> ? true : <right_expr>",
-// 3) Operators that can be defined by the implementation and if the required prototype is not
-// found, standard behaviour is used:
-// - "==", "!=", "=" (equality, assignment) - compare or assign matching fields one-by-one;
-// note that at least operators for scalar data types must be defined by the implementation
-// to get it work,
-// 4) All other operators not mentioned above. If no required prototype is found, an error is
-// raised. An implementation must follow the language specification to provide all valid
-// operator prototypes.
-//
-
-//
-// From Shader Spec, ver. 1.10, rev. 59
-//
-
-//
-// 5.4.1 Conversion and Scalar Constructors
-//
-
-//
-// When constructors are used to convert a float to an int, the fractional part of the
-// floating-point value is dropped.
-//
-
-int __constructor (const float _f) {
- int _i;
- __asm float_to_int _i, _f;
- return _i;
-}
-
-//
-// When a constructor is used to convert an int or a float to bool, 0 and 0.0 are converted to
-// false, and nonzero values are converted to true.
-//
-
-bool __constructor (const int _i) {
- return _i != 0;
-}
-
-bool __constructor (const float _f) {
- return _f != 0.0;
-}
-
-//
-// When a constructor is used to convert a bool to an int or float, false is converted to 0 or
-// 0.0, and true is converted to 1 or 1.0.
-//
-
-int __constructor (const bool _b) {
- return _b ? 1 : 0;
-}
-
-float __constructor (const bool _b) {
- return _b ? 1.0 : 0.0;
-}
-
-//
-// Int to float constructor.
-//
-
-float __constructor (const int _i) {
- float _f;
- __asm int_to_float _f, _i;
- return _f;
-}
-
-//
-// Identity constructors, like float(float) are also legal, but of little use.
-//
-
-bool __constructor (const bool _b) {
- return _b;
-}
-
-int __constructor (const int _i) {
- return _i;
-}
-
-float __constructor (const float _f) {
- return _f;
-}
-
-//
-// Scalar constructors with non-scalar parameters can be used to take the first element from
-// a non-scalar. For example, the constructor float(vec3) will select the first component of the
-// vec3 parameter.
-//
-
-// [These scalar conversions will be handled internally by the compiler.]
-
-//
-// 5.4.2 Vector and Matrix Constructors
-//
-// Constructors can be used to create vectors or matrices from a set of scalars, vectors,
-// or matrices. This includes the ability to shorten vectors.
-//
-
-//
-// If there is a single scalar parameter to a vector constructor, it is used to initialize all
-// components of the constructed vector to that scalar's value.
-//
-// If the basic type (bool, int, or float) of a parameter to a constructor does not match the basic
-// type of the object being constructed, the scalar construction rules (above) are used to convert
-// the parameters.
-//
-
-vec2 __constructor (const float _f) {
- return vec2 (_f, _f);
-}
-
-vec2 __constructor (const int _i) {
- return vec2 (_i, _i);
-}
-
-vec2 __constructor (const bool _b) {
- return vec2 (_b, _b);
-}
-
-vec3 __constructor (const float _f) {
- return vec3 (_f, _f, _f);
-}
-
-vec3 __constructor (const int _i) {
- return vec3 (_i, _i, _i);
-}
-
-vec3 __constructor (const bool _b) {
- return vec3 (_b, _b, _b);
-}
-
-vec4 __constructor (const float _f) {
- return vec4 (_f, _f, _f, _f);
-}
-
-vec4 __constructor (const int _i) {
- return vec4 (_i, _i, _i, _i);
-}
-
-vec4 __constructor (const bool _b) {
- return vec4 (_b, _b, _b, _b);
-}
-
-ivec2 __constructor (const int _i) {
- return ivec2 (_i, _i);
-}
-
-ivec2 __constructor (const float _f) {
- return ivec2 (_f, _f);
-}
-
-ivec2 __constructor (const bool _b) {
- return ivec2 (_b, _b);
-}
-
-ivec3 __constructor (const int _i) {
- return ivec3 (_i, _i, _i);
-}
-
-ivec3 __constructor (const float _f) {
- return ivec3 (_f, _f, _f);
-}
-
-ivec3 __constructor (const bool _b) {
- return ivec3 (_b, _b, _b);
-}
-
-ivec4 __constructor (const int _i) {
- return ivec4 (_i, _i, _i, _i);
-}
-
-ivec4 __constructor (const float _f) {
- return ivec4 (_f, _f, _f, _f);
-}
-
-ivec4 __constructor (const bool _b) {
- return ivec4 (_b, _b, _b, _b);
-}
-
-bvec2 __constructor (const bool _b) {
- return bvec2 (_b, _b);
-}
-
-bvec2 __constructor (const float _f) {
- return bvec2 (_f, _f);
-}
-
-bvec2 __constructor (const int _i) {
- return bvec2 (_i, _i);
-}
-
-bvec3 __constructor (const bool _b) {
- return bvec3 (_b, _b, _b);
-}
-
-bvec3 __constructor (const float _f) {
- return bvec3 (_f, _f, _f);
-}
-
-bvec3 __constructor (const int _i) {
- return bvec3 (_i, _i, _i);
-}
-
-bvec4 __constructor (const bool _b) {
- return bvec4 (_b, _b, _b, _b);
-}
-
-bvec4 __constructor (const float _f) {
- return bvec4 (_f, _f, _f, _f);
-}
-
-bvec4 __constructor (const int _i) {
- return bvec4 (_i, _i, _i, _i);
-}
-
-//
-// If there is a single scalar parameter to a matrix constructor, it is used to initialize all the
-// components on the matrix's diagonal, with the remaining components initialized to 0.0.
-// (...) Matrices will be constructed in column major order. It is an error to construct matrices
-// from other matrices. This is reserved for future use.
-//
-// If the basic type (bool, int, or float) of a parameter to a constructor does not match the basic
-// type of the object being constructed, the scalar construction rules (above) are used to convert
-// the parameters.
-//
-
-mat2 __constructor (const float _f) {
- return mat2 (
- _f, .0,
- .0, _f
- );
-}
-
-mat2 __constructor (const int _i) {
- return mat2 (
- _i, .0,
- .0, _i
- );
-}
-
-mat2 __constructor (const bool _b) {
- return mat2 (
- _b, .0,
- .0, _b
- );
-}
-
-mat3 __constructor (const float _f) {
- return mat3 (
- _f, .0, .0,
- .0, _f, .0,
- .0, .0, _f
- );
-}
-
-mat3 __constructor (const int _i) {
- return mat3 (
- _i, .0, .0,
- .0, _i, .0,
- .0, .0, _i
- );
-}
-
-mat3 __constructor (const bool _b) {
- return mat3 (
- _b, .0, .0,
- .0, _b, .0,
- .0, .0, _b
- );
-}
-
-mat4 __constructor (const float _f) {
- return mat4 (
- _f, .0, .0, .0,
- .0, _f, .0, .0,
- .0, .0, _f, .0,
- .0, .0, .0, _f
- );
-}
-
-mat4 __constructor (const int _i) {
- return mat4 (
- _i, .0, .0, .0,
- .0, _i, .0, .0,
- .0, .0, _i, .0,
- .0, .0, .0, _i
- );
-}
-
-mat4 __constructor (const bool _b) {
- return mat4 (
- _b, .0, .0, .0,
- .0, _b, .0, .0,
- .0, .0, _b, .0,
- .0, .0, .0, _b
- );
-}
-
-//
-// 5.8 Assignments
-//
-// Assignments of values to variable names are done with the assignment operator ( = ), like
-//
-// lvalue = expression
-//
-// The assignment operator stores the value of expression into lvalue. It will compile only if
-// expression and lvalue have the same type. All desired type-conversions must be specified
-// explicitly via a constructor. Lvalues must be writable. Variables that are built-in types,
-// entire structures, structure fields, l-values with the field selector ( . ) applied to select
-// components or swizzles without repeated fields, and l-values dereferenced with the array
-// subscript operator ( [ ] ) are all possible l-values. Other binary or unary expressions,
-// non-dereferenced arrays, function names, swizzles with repeated fields, and constants cannot
-// be l-values.
-//
-// Expressions on the left of an assignment are evaluated before expressions on the right of the
-// assignment.
-//
-
-void __operator = (out float a, const float b) {
- __asm float_copy a, b;
-}
-
-void __operator = (out int a, const int b) {
- __asm int_copy a, b;
-}
-
-void __operator = (out bool a, const bool b) {
- __asm bool_copy a, b;
-}
-
-void __operator = (out vec2 v, const vec2 u) {
- v.x = u.x, v.y = u.y;
-}
-
-void __operator = (out vec3 v, const vec3 u) {
- v.x = u.x, v.y = u.y, v.z = u.z;
-}
-
-void __operator = (out vec4 v, const vec4 u) {
- v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w;
-}
-
-void __operator = (out ivec2 v, const ivec2 u) {
- v.x = u.x, v.y = u.y;
-}
-
-void __operator = (out ivec3 v, const ivec3 u) {
- v.x = u.x, v.y = u.y, v.z = u.z;
-}
-
-void __operator = (out ivec4 v, const ivec4 u) {
- v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w;
-}
-
-void __operator = (out bvec2 v, const bvec2 u) {
- v.x = u.x, v.y = u.y;
-}
-
-void __operator = (out bvec3 v, const bvec3 u) {
- v.x = u.x, v.y = u.y, v.z = u.z;
-}
-
-void __operator = (out bvec4 v, const bvec4 u) {
- v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w;
-}
-
-void __operator = (out mat2 m, const mat2 n) {
- m[0] = n[0], m[1] = n[1];
-}
-
-void __operator = (out mat3 m, const mat3 n) {
- m[0] = n[0], m[1] = n[1], m[2] = n[2];
-}
-
-void __operator = (out mat4 m, const mat4 n) {
- m[0] = n[0], m[1] = n[1], m[2] = n[2], m[3] = n[3];
-}
-
-//
-// * The arithmetic assignments add into (+=), subtract from (-=), multiply into (*=), and divide
-// into (/=). The variable and expression must be the same floating-point or integer type, ...
-//
-
-void __operator += (inout float a, const float b) {
- __asm float_add a, a, b;
-}
-
-void __operator -= (inout float a, const float b) {
- a += -b;
-}
-
-void __operator *= (inout float a, const float b) {
- __asm float_multiply a, a, b;
-}
-
-void __operator /= (inout float a, const float b) {
- __asm float_divide a, a, b;
-}
-
-void __operator += (inout int x, const int y) {
- x = int (float (x) + float (y));
-}
-
-void __operator -= (inout int x, const int y) {
- x += -y;
-}
-
-void __operator *= (inout int x, const int y) {
- x = int (float (x) * float (y));
-}
-
-void __operator /= (inout int x, const int y) {
- x = int (float (x) / float (y));
-}
-
-void __operator += (inout vec2 v, const vec2 u) {
- v.x += u.x, v.y += u.y;
-}
-
-void __operator -= (inout vec2 v, const vec2 u) {
- v.x -= u.x, v.y -= u.y;
-}
-
-void __operator *= (inout vec2 v, const vec2 u) {
- v.x *= u.x, v.y *= u.y;
-}
-
-void __operator /= (inout vec2 v, const vec2 u) {
- v.x /= u.x, v.y /= u.y;
-}
-
-void __operator += (inout vec3 v, const vec3 u) {
- v.x += u.x, v.y += u.y, v.z += u.z;
-}
-
-void __operator -= (inout vec3 v, const vec3 u) {
- v.x -= u.x, v.y -= u.y, v.z -= u.z;
-}
-
-void __operator *= (inout vec3 v, const vec3 u) {
- v.x *= u.x, v.y *= u.y, v.z *= u.z;
-}
-
-void __operator /= (inout vec3 v, const vec3 u) {
- v.x /= u.x, v.y /= u.y, v.z /= u.z;
-}
-
-void __operator += (inout vec4 v, const vec4 u) {
- v.x += u.x, v.y += u.y, v.z += u.z, v.w += u.w;
-}
-
-void __operator -= (inout vec4 v, const vec4 u) {
- v.x -= u.x, v.y -= u.y, v.z -= u.z, v.w -= u.w;
-}
-
-void __operator *= (inout vec4 v, const vec4 u) {
- v.x *= u.x, v.y *= u.y, v.z *= u.z, v.w *= u.w;
-}
-
-void __operator /= (inout vec4 v, const vec4 u) {
- v.x /= u.x, v.y /= u.y, v.z /= u.z, v.w /= u.w;
-}
-
-void __operator += (inout ivec2 v, const ivec2 u) {
- v.x += u.x, v.y += u.y;
-}
-
-void __operator -= (inout ivec2 v, const ivec2 u) {
- v.x -= u.x, v.y -= u.y;
-}
-
-void __operator *= (inout ivec2 v, const ivec2 u) {
- v.x *= u.x, v.y *= u.y;
-}
-
-void __operator /= (inout ivec2 v, const ivec2 u) {
- v.x /= u.x, v.y /= u.y;
-}
-
-void __operator += (inout ivec3 v, const ivec3 u) {
- v.x += u.x, v.y += u.y, v.z += u.z;
-}
-
-void __operator -= (inout ivec3 v, const ivec3 u) {
- v.x -= u.x, v.y -= u.y, v.z -= u.z;
-}
-
-void __operator *= (inout ivec3 v, const ivec3 u) {
- v.x *= u.x, v.y *= u.y, v.z *= u.z;
-}
-
-void __operator /= (inout ivec3 v, const ivec3 u) {
- v.x /= u.x, v.y /= u.y, v.z /= u.z;
-}
-
-void __operator += (inout ivec4 v, const ivec4 u) {
- v.x += u.x, v.y += u.y, v.z += u.z, v.w += u.w;
-}
-
-void __operator -= (inout ivec4 v, const ivec4 u) {
- v.x -= u.x, v.y -= u.y, v.z -= u.z, v.w -= u.w;
-}
-
-void __operator *= (inout ivec4 v, const ivec4 u) {
- v.x *= u.x, v.y *= u.y, v.z *= u.z, v.w *= u.w;
-}
-
-void __operator /= (inout ivec4 v, const ivec4 u) {
- v.x /= u.x, v.y /= u.y, v.z /= u.z, v.w /= u.w;
-}
-
-void __operator += (inout mat2 m, const mat2 n) {
- m[0] += n[0], m[1] += n[1];
-}
-
-void __operator -= (inout mat2 v, const mat2 n) {
- m[0] -= n[0], m[1] -= n[1];
-}
-
-void __operator *= (inout mat2 m, const mat2 n) {
- m = m * n;
-}
-
-void __operator /= (inout mat2 m, const mat2 n) {
- m[0] /= n[0], m[1] /= n[1];
-}
-
-void __operator += (inout mat3 m, const mat3 n) {
- m[0] += n[0], m[1] += n[1], m[2] += n[2];
-}
-
-void __operator -= (inout mat3 m, const mat3 n) {
- m[0] -= n[0], m[1] -= n[1], m[2] -= n[2];
-}
-
-void __operator *= (inout mat3 m, const mat3 n) {
- m = m * n;
-}
-
-void __operator /= (inout mat3 m, const mat3 n) {
- m[0] /= n[0], m[1] /= n[1], m[2] /= n[2];
-}
-
-void __operator += (inout mat4 m, const mat4 n) {
- m[0] += n[0], m[1] += n[1], m[2] += n[2], m[3] += n[3];
-}
-
-void __operator -= (inout mat4 m, const mat4 n) {
- m[0] -= n[0], m[1] -= n[1], m[2] -= n[2], m[3] -= n[3];
-}
-
-void __operator *= (inout mat4 m, const mat4 n) {
- m = m * n;
-}
-
-void __operator /= (inout mat4 m, const mat4 n) {
- m[0] /= n[0], m[1] /= n[1], m[2] /= n[2], m[3] /= n[3];
-}
-
-//
-// ... or if the expression is a float, then the variable can be floating-point, a vector, or
-// a matrix, ...
-//
-
-void __operator += (inout vec2 v, const float a) {
- v.x += a, v.y += a;
-}
-
-void __operator -= (inout vec2 v, const float a) {
- v.x -= a, v.y -= a;
-}
-
-void __operator *= (inout vec2 v, const float a) {
- v.x *= a, v.y *= a;
-}
-
-void __operator /= (inout vec2 v, const float a) {
- v.x /= a, v.y /= a;
-}
-
-void __operator += (inout vec3 v, const float a) {
- v.x += a, v.y += a, v.z += a;
-}
-
-void __operator -= (inout vec3 v, const float a) {
- v.x -= a, v.y -= a, v.z -= a;
-}
-
-void __operator *= (inout vec3 v, const float a) {
- v.x *= a, v.y *= a, v.z *= a;
-}
-
-void __operator /= (inout vec3 v, const float a) {
- v.x /= a, v.y /= a, v.z /= a;
-}
-
-void __operator += (inout vec4 v, const float a) {
- v.x += a, v.y += a, v.z += a, v.w += a;
-}
-
-void __operator -= (inout vec4 v, const float a) {
- v.x -= a, v.y -= a, v.z -= a, v.w -= a;
-}
-
-void __operator *= (inout vec4 v, const float a) {
- v.x *= a, v.y *= a, v.z *= a, v.w *= a;
-}
-
-void __operator /= (inout vec4 v, const float a) {
- v.x /= a, v.y /= a, v.z /= a, v.w /= a;
-}
-
-void __operator += (inout mat2 m, const float a) {
- m[0] += a, m[1] += a;
-}
-
-void __operator -= (inout mat2 m, const float a) {
- m[0] -= a, m[1] -= a;
-}
-
-void __operator *= (inout mat2 m, const float a) {
- m[0] *= a, m[1] *= a;
-}
-
-void __operator /= (inout mat2 m, const float a) {
- m[0] /= a, m[1] /= a;
-}
-
-void __operator += (inout mat3 m, const float a) {
- m[0] += a, m[1] += a, m[2] += a;
-}
-
-void __operator -= (inout mat3 m, const float a) {
- m[0] -= a, m[1] -= a, m[2] -= a;
-}
-
-void __operator *= (inout mat3 m, const float a) {
- m[0] *= a, m[1] *= a, m[2] *= a;
-}
-
-void __operator /= (inout mat3 m, const float a) {
- m[0] /= a, m[1] /= a, m[2] /= a;
-}
-
-void __operator += (inout mat4 m, const float a) {
- m[0] += a, m[1] += a, m[2] += a, m[3] += a;
-}
-
-void __operator -= (inout mat4 m, const float a) {
- m[0] -= a, m[1] -= a, m[2] -= a, m[3] -= a;
-}
-
-void __operator *= (inout mat4 m, const float a) {
- m[0] *= a, m[1] *= a, m[2] *= a, m[3] *= a;
-}
-
-void __operator /= (inout mat4 m, const float a) {
- m[0] /= a, m[1] /= a, m[2] /= a, m[3] /= a;
-}
-
-//
-// ... or if the operation is multiply into (*=), then the variable can be a vector and the
-// expression can be a matrix of matching size.
-//
-
-void __operator *= (inout vec2 v, const mat2 m) {
- v = v * m;
-}
-
-void __operator *= (inout vec3 v, const mat3 m) {
- v = v * m;
-}
-
-void __operator *= (inout vec4 v, const mat4 m) {
- v = v * m;
-}
-
-//
-// 5.9 Expressions
-//
-// Expressions in the shading language include the following:
-//
-
-//
-// * The arithmetic binary operators add (+), subtract (-), multiply (*), and divide (/), that
-// operate on integer and floating-point typed expressions (including vectors and matrices).
-// The two operands must be the same type, (...) Additionally, for multiply (*) (...) If one
-// operand is scalar and the other is a vector or matrix, the scalar is applied component-wise
-// to the vector or matrix, resulting in the same type as the vector or matrix.
-//
-
-float __operator + (const float a, const float b) {
- float c = a;
- return c += b;
-}
-
-float __operator - (const float a, const float b) {
- return a + -b;
-}
-
-float __operator * (const float a, const float b) {
- float c = a;
- return c *= b;
-}
-
-float __operator / (const float a, const float b) {
- float c = a;
- return c /= b;
-}
-
-int __operator + (const int a, const int b) {
- int c = a;
- return c += b;
-}
-
-int __operator - (const int x, const int y) {
- return x + -y;
-}
-
-int __operator * (const int x, const int y) {
- int z = x;
- return z *= y;
-}
-
-int __operator / (const int x, const int y) {
- int z = x;
- return z /= y;
-}
-
-vec2 __operator + (const vec2 v, const vec2 u) {
- return vec2 (v.x + u.x, v.y + u.y);
-}
-
-vec2 __operator - (const vec2 v, const vec2 u) {
- return vec2 (v.x - u.x, v.y - u.y);
-}
-
-vec3 __operator + (const vec3 v, const vec3 u) {
- return vec3 (v.x + u.x, v.y + u.y, v.z + u.z);
-}
-
-vec3 __operator - (const vec3 v, const vec3 u) {
- return vec3 (v.x - u.x, v.y - u.y, v.z - u.z);
-}
-
-vec4 __operator + (const vec4 v, const vec4 u) {
- return vec4 (v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w);
-}
-
-vec4 __operator - (const vec4 v, const vec4 u) {
- return vec4 (v.x - u.x, v.y - u.y, v.z - u.z, v.w - u.w);
-}
-
-ivec2 __operator + (const ivec2 v, const ivec2 u) {
- return ivec2 (v.x + u.x, v.y + u.y);
-}
-
-ivec2 __operator - (const ivec2 v, const ivec2 u) {
- return ivec2 (v.x - u.x, v.y - u.y);
-}
-
-ivec3 __operator + (const ivec3 v, const ivec3 u) {
- return ivec3 (v.x + u.x, v.y + u.y, v.z + u.z);
-}
-
-ivec3 __operator - (const ivec3 v, const ivec3 u) {
- return ivec3 (v.x - u.x, v.y - u.y, v.z - u.z);
-}
-
-ivec4 __operator + (const ivec4 v, const ivec4 u) {
- return ivec4 (v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w);
-}
-
-ivec4 __operator - (const ivec4 v, const ivec4 u) {
- return ivec4 (v.x - u.x, v.y - u.y, v.z - u.z, v.w - u.w);
-}
-
-mat2 __operator + (const mat2 m, const mat2 n) {
- return mat2 (m[0] + n[0], m[1] + n[1]);
-}
-
-mat2 __operator - (const mat2 m, const mat2 n) {
- return mat2 (m[0] - n[0], m[1] - n[1]);
-}
-
-mat3 __operator + (const mat3 m, const mat3 n) {
- return mat3 (m[0] + n[0], m[1] + n[1], m[2] + n[2]);
-}
-
-mat3 __operator - (const mat3 m, const mat3 n) {
- return mat3 (m[0] - n[0], m[1] - n[1], m[2] - n[2]);
-}
-
-mat4 __operator + (const mat4 m, const mat4 n) {
- return mat4 (m[0] + n[0], m[1] + n[1], m[2] + n[2], m[3] + n[3]);
-}
-
-mat4 __operator - (const mat4 m, const mat4 n) {
- return mat4 (m[0] - n[0], m[1] - n[1], m[2] - n[2], m[3] - n[3]);
-}
-
-//
-// ... or one can be a scalar float and the other a float vector or matrix, ...
-//
-
-vec2 __operator + (const float a, const vec2 u) {
- return vec2 (a + u.x, a + u.y);
-}
-
-vec2 __operator + (const vec2 v, const float b) {
- return vec2 (v.x + b, v.y + b);
-}
-
-vec2 __operator - (const float a, const vec2 u) {
- return vec2 (a - u.x, a - u.y);
-}
-
-vec2 __operator - (const vec2 v, const float b) {
- return vec2 (v.x - b, v.y - b);
-}
-
-vec2 __operator * (const float a, const vec2 u) {
- return vec2 (a * u.x, a * u.y);
-}
-
-vec2 __operator * (const vec2 v, const float b) {
- return vec2 (v.x * b, v.y * b);
-}
-
-vec2 __operator / (const float a, const vec2 u) {
- return vec2 (a / u.x, a / u.y);
-}
-
-vec2 __operator / (const vec2 v, const float b) {
- return vec2 (v.x / b, v.y / b);
-}
-
-vec3 __operator + (const float a, const vec3 u) {
- return vec3 (a + u.x, a + u.y, a + u.z);
-}
-
-vec3 __operator + (const vec3 v, const float b) {
- return vec3 (v.x + b, v.y + b, v.z + b);
-}
-
-vec3 __operator - (const float a, const vec3 u) {
- return vec3 (a - u.x, a - u.y, a - u.z);
-}
-
-vec3 __operator - (const vec3 v, const float b) {
- return vec3 (v.x - b, v.y - b, v.z - b);
-}
-
-vec3 __operator * (const float a, const vec3 u) {
- return vec3 (a * u.x, a * u.y, a * u.z);
-}
-
-vec3 __operator * (const vec3 v, const float b) {
- return vec3 (v.x * b, v.y * b, v.z * b);
-}
-
-vec3 __operator / (const float a, const vec3 u) {
- return vec3 (a / u.x, a / u.y, a / u.z);
-}
-
-vec3 __operator / (const vec3 v, const float b) {
- return vec3 (v.x / b, v.y / b, v.z / b);
-}
-
-vec4 __operator + (const float a, const vec4 u) {
- return vec4 (a + u.x, a + u.y, a + u.z, a + u.w);
-}
-
-vec4 __operator + (const vec4 v, const float b) {
- return vec4 (v.x + b, v.y + b, v.z + b, v.w + b);
-}
-
-vec4 __operator - (const float a, const vec4 u) {
- return vec4 (a - u.x, a - u.y, a - u.z, a - u.w);
-}
-
-vec4 __operator - (const vec4 v, const float b) {
- return vec4 (v.x - b, v.y - b, v.z - b, v.w - b);
-}
-
-vec4 __operator * (const float a, const vec4 u) {
- return vec4 (a * u.x, a * u.y, a * u.z, a * u.w);
-}
-
-vec4 __operator * (const vec4 v, const float b) {
- return vec4 (v.x * b, v.y * b, v.z * b, v.w * b);
-}
-
-vec4 __operator / (const float a, const vec4 u) {
- return vec4 (a / u.x, a / u.y, a / u.z, a / u.w);
-}
-
-vec4 __operator / (const vec4 v, const float b) {
- return vec4 (v.x / b, v.y / b, v.z / b, v.w / b);
-}
-
-mat2 __operator + (const float a, const mat2 n) {
- return mat2 (a + n[0], a + n[1]);
-}
-
-mat2 __operator + (const mat2 m, const float b) {
- return mat2 (m[0] + b, m[1] + b);
-}
-
-mat2 __operator - (const float a, const mat2 n) {
- return mat2 (a - n[0], a - n[1]);
-}
-
-mat2 __operator - (const mat2 m, const float b) {
- return mat2 (m[0] - b, m[1] - b);
-}
-
-mat2 __operator * (const float a, const mat2 n) {
- return mat2 (a * n[0], a * n[1]);
-}
-
-mat2 __operator * (const mat2 m, const float b) {
- return mat2 (m[0] * b, m[1] * b);
-}
-
-mat2 __operator / (const float a, const mat2 n) {
- return mat2 (a / n[0], a / n[1]);
-}
-
-mat2 __operator / (const mat2 m, const float b) {
- return mat2 (m[0] / b, m[1] / b);
-}
-
-mat3 __operator + (const float a, const mat3 n) {
- return mat3 (a + n[0], a + n[1], a + n[2]);
-}
-
-mat3 __operator + (const mat3 m, const float b) {
- return mat3 (m[0] + b, m[1] + b, m[2] + b);
-}
-
-mat3 __operator - (const float a, const mat3 n) {
- return mat3 (a - n[0], a - n[1], a - n[2]);
-}
-
-mat3 __operator - (const mat3 m, const float b) {
- return mat3 (m[0] - b, m[1] - b, m[2] - b);
-}
-
-mat3 __operator * (const float a, const mat3 n) {
- return mat3 (a * n[0], a * n[1], a * n[2]);
-}
-
-mat3 __operator * (const mat3 m, const float b) {
- return mat3 (m[0] * b, m[1] * b, m[2] * b);
-}
-
-mat3 __operator / (const float a, const mat3 n) {
- return mat3 (a / n[0], a / n[1], a / n[2]);
-}
-
-mat3 __operator / (const mat3 m, const float b) {
- return mat3 (m[0] / b, m[1] / b, m[2] / b);
-}
-
-mat4 __operator + (const float a, const mat4 n) {
- return mat4 (a + n[0], a + n[1], a + n[2], a + n[3]);
-}
-
-mat4 __operator + (const mat4 m, const float b) {
- return mat4 (m[0] + b, m[1] + b, m[2] + b, m[3] + b);
-}
-
-mat4 __operator - (const float a, const mat4 n) {
- return mat4 (a - n[0], a - n[1], a - n[2], a - n[3]);
-}
-
-mat4 __operator - (const mat4 m, const float b) {
- return mat4 (m[0] - b, m[1] - b, m[2] - b, m[3] - b);
-}
-
-mat4 __operator * (const float a, const mat4 n) {
- return mat4 (a * n[0], a * n[1], a * n[2], a * n[3]);
-}
-
-mat4 __operator * (const mat4 m, const float b) {
- return mat4 (m[0] * b, m[1] * b, m[2] * b, m[3] * b);
-}
-
-mat4 __operator / (const float a, const mat4 n) {
- return mat4 (a / n[0], a / n[1], a / n[2], a / n[3]);
-}
-
-mat4 __operator / (const mat4 m, const float b) {
- return mat4 (m[0] / b, m[1] / b, m[2] / b, m[3] / b);
-}
-
-//
-// ... or one can be a scalar integer and the other an integer vector.
-//
-
-ivec2 __operator + (const int a, const ivec2 u) {
- return ivec2 (a + u.x, a + u.y);
-}
-
-ivec2 __operator + (const ivec2 v, const int b) {
- return ivec2 (v.x + b, v.y + b);
-}
-
-ivec2 __operator - (const int a, const ivec2 u) {
- return ivec2 (a - u.x, a - u.y);
-}
-
-ivec2 __operator - (const ivec2 v, const int b) {
- return ivec2 (v.x - b, v.y - b);
-}
-
-ivec2 __operator * (const int a, const ivec2 u) {
- return ivec2 (a * u.x, a * u.y);
-}
-
-ivec2 __operator * (const ivec2 v, const int b) {
- return ivec2 (v.x * b, v.y * b);
-}
-
-ivec2 __operator / (const int a, const ivec2 u) {
- return ivec2 (a / u.x, a / u.y);
-}
-
-ivec2 __operator / (const ivec2 v, const int b) {
- return ivec2 (v.x / b, v.y / b);
-}
-
-ivec3 __operator + (const int a, const ivec3 u) {
- return ivec3 (a + u.x, a + u.y, a + u.z);
-}
-
-ivec3 __operator + (const ivec3 v, const int b) {
- return ivec3 (v.x + b, v.y + b, v.z + b);
-}
-
-ivec3 __operator - (const int a, const ivec3 u) {
- return ivec3 (a - u.x, a - u.y, a - u.z);
-}
-
-ivec3 __operator - (const ivec3 v, const int b) {
- return ivec3 (v.x - b, v.y - b, v.z - b);
-}
-
-ivec3 __operator * (const int a, const ivec3 u) {
- return ivec3 (a * u.x, a * u.y, a * u.z);
-}
-
-ivec3 __operator * (const ivec3 v, const int b) {
- return ivec3 (v.x * b, v.y * b, v.z * b);
-}
-
-ivec3 __operator / (const int a, const ivec3 u) {
- return ivec3 (a / u.x, a / u.y, a / u.z);
-}
-
-ivec3 __operator / (const ivec3 v, const int b) {
- return ivec3 (v.x / b, v.y / b, v.z / b);
-}
-
-ivec4 __operator + (const int a, const ivec4 u) {
- return ivec4 (a + u.x, a + u.y, a + u.z, a + u.w);
-}
-
-ivec4 __operator + (const ivec4 v, const int b) {
- return ivec4 (v.x + b, v.y + b, v.z + b, v.w + b);
-}
-
-ivec4 __operator - (const int a, const ivec4 u) {
- return ivec4 (a - u.x, a - u.y, a - u.z, a - u.w);
-}
-
-ivec4 __operator - (const ivec4 v, const int b) {
- return ivec4 (v.x - b, v.y - b, v.z - b, v.w - b);
-}
-
-ivec4 __operator * (const int a, const ivec4 u) {
- return ivec4 (a * u.x, a * u.y, a * u.z, a * u.w);
-}
-
-ivec4 __operator * (const ivec4 v, const int b) {
- return ivec4 (v.x * b, v.y * b, v.z * b, v.w * b);
-}
-
-ivec4 __operator / (const int a, const ivec4 u) {
- return ivec4 (a / u.x, a / u.y, a / u.z, a / u.w);
-}
-
-ivec4 __operator / (const ivec4 v, const int b) {
- return ivec4 (v.x / b, v.y / b, v.z / b, v.w / b);
-}
-
-//
-// Additionally, for multiply (*) one can be a vector and the other a matrix with the same
-// dimensional size of the vector. These result in the same fundamental type (integer or float)
-// as the expressions they operate on.
-//
-// [When:]
-// * the left argument is a floating-point vector and the right is a matrix with a compatible
-// dimension in which case the * operator will do a row vector matrix multiplication.
-// * the left argument is a matrix and the right is a floating-point vector with a compatible
-// dimension in which case the * operator will do a column vector matrix multiplication.
-//
-
-vec2 __operator * (const mat2 m, const vec2 v) {
- return vec2 (
- v.x * m[0].x + v.y * m[1].x,
- v.x * m[0].y + v.y * m[1].y
- );
-}
-
-vec2 __operator * (const vec2 v, const mat2 m) {
- return vec2 (
- v.x * m[0].x + v.y * m[0].y,
- v.x * m[1].x + v.y * m[1].y
- );
-}
-
-vec3 __operator * (const mat3 m, const vec3 v) {
- return vec3 (
- v.x * m[0].x + v.y * m[1].x + v.z * m[2].x,
- v.x * m[0].y + v.y * m[1].y + v.z * m[2].y,
- v.x * m[0].z + v.y * m[1].z + v.z * m[2].z
- );
-}
-
-vec3 __operator * (const vec3 v, const mat3 m) {
- return vec3 (
- v.x * m[0].x + v.y * m[0].y + v.z * m[0].z,
- v.x * m[1].x + v.y * m[1].y + v.z * m[1].z,
- v.x * m[2].x + v.y * m[2].y + v.z * m[2].z
- );
-}
-
-vec4 __operator * (const mat4 m, const vec4 v) {
- return vec4 (
- v.x * m[0].x + v.y * m[1].x + v.z * m[2].x + v.w * m[3].x,
- v.x * m[0].y + v.y * m[1].y + v.z * m[2].y + v.w * m[3].y,
- v.x * m[0].z + v.y * m[1].z + v.z * m[2].z + v.w * m[3].z,
- v.x * m[0].w + v.y * m[1].w + v.z * m[2].w + v.w * m[3].w
- );
-}
-
-vec4 __operator * (const vec4 v, const mat4 m) {
- return vec4 (
- v.x * m[0].x + v.y * m[0].y + v.z * m[0].z + v.w * m[0].w,
- v.x * m[1].x + v.y * m[1].y + v.z * m[1].z + v.w * m[1].w,
- v.x * m[2].x + v.y * m[2].y + v.z * m[2].z + v.w * m[2].w,
- v.x * m[3].x + v.y * m[3].y + v.z * m[3].z + v.w * m[3].w
- );
-}
-
-//
-// Multiply (*) applied to two vectors yields a component-wise multiply.
-//
-
-vec2 __operator * (const vec2 v, const vec2 u) {
- return vec2 (v.x * u.x, v.y * u.y);
-}
-
-vec3 __operator * (const vec3 v, const vec3 u) {
- return vec3 (v.x * u.x, v.y * u.y, v.z * u.z);
-}
-
-vec4 __operator * (const vec4 v, const vec4 u) {
- return vec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w);
-}
-
-ivec2 __operator * (const ivec2 v, const ivec2 u) {
- return ivec2 (v.x * u.x, v.y * u.y);
-}
-
-ivec3 __operator * (const ivec3 v, const ivec3 u) {
- return ivec3 (v.x * u.x, v.y * u.y, v.z * u.z);
-}
-
-ivec4 __operator * (const ivec4 v, const ivec4 u) {
- return ivec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w);
-}
-
-//
-// Dividing by zero does not cause an exception but does result in an unspecified value.
-//
-
-vec2 __operator / (const vec2 v, const vec2 u) {
- return vec2 (v.x / u.x, v.y / u.y);
-}
-
-vec3 __operator / (const vec3 v, const vec3 u) {
- return vec3 (v.x / u.x, v.y / u.y, v.z / u.z);
-}
-
-vec4 __operator / (const vec4 v, const vec4 u) {
- return vec4 (v.x / u.x, v.y / u.y, v.z / u.z, v.w / u.w);
-}
-
-ivec2 __operator / (const ivec2 v, const ivec2 u) {
- return ivec2 (v.x / u.x, v.y / u.y);
-}
-
-ivec3 __operator / (const ivec3 v, const ivec3 u) {
- return ivec3 (v.x / u.x, v.y / u.y, v.z / u.z);
-}
-
-ivec4 __operator / (const ivec4 v, const ivec4 u) {
- return ivec4 (v.x / u.x, v.y / u.y, v.z / u.z, v.w / u.w);
-}
-
-mat2 __operator / (const mat2 m, const mat2 n) {
- return mat2 (m[0] / n[0], m[1] / n[1]);
-}
-
-mat3 __operator / (const mat3 m, const mat3 n) {
- return mat3 (m[0] / n[0], m[1] / n[1], m[2] / n[2]);
-}
-
-mat4 __operator / (const mat4 m, const mat4 n) {
- return mat4 (m[0] / n[0], m[1] / n[1], m[2] / n[2], m[3] / n[3]);
-}
-
-//
-// Multiply (*) applied to two matrices yields a linear algebraic matrix multiply, not
-// a component-wise multiply.
-//
-
-mat2 __operator * (const mat2 m, const mat2 n) {
- return mat2 (m * n[0], m * n[1]);
-}
-
-mat3 __operator * (const mat3 m, const mat3 n) {
- return mat3 (m * n[0], m * n[1], m * n[2]);
-}
-
-mat4 __operator * (const mat4 m, const mat4 n) {
- return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]);
-}
-
-//
-// * The arithmetic unary operators negate (-), post- and pre-increment and decrement (-- and
-// ++) that operate on integer or floating-point values (including vectors and matrices). These
-// result with the same type they operated on. For post- and pre-increment and decrement, the
-// expression must be one that could be assigned to (an l-value). Pre-increment and predecrement
-// add or subtract 1 or 1.0 to the contents of the expression they operate on, and the
-// value of the pre-increment or pre-decrement expression is the resulting value of that
-// modification. Post-increment and post-decrement expressions add or subtract 1 or 1.0 to
-// the contents of the expression they operate on, but the resulting expression has the
-// expression's value before the post-increment or post-decrement was executed.
-//
-// [NOTE: postfix increment and decrement operators take additional dummy int parameter to
-// distinguish their prototypes from prefix ones.]
-//
-
-float __operator - (const float a) {
- float c;
- __asm float_negate c, a;
- return c;
-}
-
-int __operator - (const int a) {
- return int (-float (a));
-}
-
-vec2 __operator - (const vec2 v) {
- return vec2 (-v.x, -v.y);
-}
-
-vec3 __operator - (const vec3 v) {
- return vec3 (-v.x, -v.y, -v.z);
-}
-
-vec4 __operator - (const vec4 v) {
- return vec4 (-v.x, -v.y, -v.z, -v.w);
-}
-
-ivec2 __operator - (const ivec2 v) {
- return ivec2 (-v.x, -v.y);
-}
-
-ivec3 __operator - (const ivec3 v) {
- return ivec3 (-v.x, -v.y, -v.z);
-}
-
-ivec4 __operator - (const ivec4 v) {
- return ivec4 (-v.x, -v.y, -v.z, -v.w);
-}
-
-mat2 __operator - (const mat2 m) {
- return mat2 (-m[0], -m[1]);
-}
-
-mat3 __operator - (const mat3 m) {
- return mat3 (-m[0], -m[1], -m[2]);
-}
-
-mat4 __operator - (const mat4 m) {
- return mat4 (-m[0], -m[1], -m[2], -m[3]);
-}
-
-void __operator -- (inout float a) {
- a -= 1.0;
-}
-
-void __operator -- (inout int a) {
- a -= 1;
-}
-
-void __operator -- (inout vec2 v) {
- --v.x, --v.y;
-}
-
-void __operator -- (inout vec3 v) {
- --v.x, --v.y, --v.z;
-}
-
-void __operator -- (inout vec4 v) {
- --v.x, --v.y, --v.z, --v.w;
-}
-
-void __operator -- (inout ivec2 v) {
- --v.x, --v.y;
-}
-
-void __operator -- (inout ivec3 v) {
- --v.x, --v.y, --v.z;
-}
-
-void __operator -- (inout ivec4 v) {
- --v.x, --v.y, --v.z, --v.w;
-}
-
-void __operator -- (inout mat2 m) {
- --m[0], --m[1];
-}
-
-void __operator -- (inout mat3 m) {
- --m[0], --m[1], --m[2];
-}
-
-void __operator -- (inout mat4 m) {
- --m[0], --m[1], --m[2], --m[3];
-}
-
-void __operator ++ (inout float a) {
- a += 1.0;
-}
-
-void __operator ++ (inout int a) {
- a += 1;
-}
-
-void __operator ++ (inout vec2 v) {
- ++v.x, ++v.y;
-}
-
-void __operator ++ (inout vec3 v) {
- ++v.x, ++v.y, ++v.z;
-}
-
-void __operator ++ (inout vec4 v) {
- ++v.x, ++v.y, ++v.z, ++v.w;
-}
-
-void __operator ++ (inout ivec2 v) {
- ++v.x, ++v.y;
-}
-
-void __operator ++ (inout ivec3 v) {
- ++v.x, ++v.y, ++v.z;
-}
-
-void __operator ++ (inout ivec4 v) {
- ++v.x, ++v.y, ++v.z, ++v.w;
-}
-
-void __operator ++ (inout mat2 m) {
- ++m[0], ++m[1];
-}
-
-void __operator ++ (inout mat3 m) {
- ++m[0], ++m[1], ++m[2];
-}
-
-void __operator ++ (inout mat4 m) {
- ++m[0], ++m[1], ++m[2], ++m[3];
-}
-
-float __operator -- (inout float a, const int) {
- const float c = a;
- --a;
- return c;
-}
-
-int __operator -- (inout int a, const int) {
- const int c = a;
- --a;
- return c;
-}
-
-vec2 __operator -- (inout vec2 v, const int) {
- return vec2 (v.x--, v.y--);
-}
-
-vec3 __operator -- (inout vec3 v, const int) {
- return vec3 (v.x--, v.y--, v.z--);
-}
-
-vec4 __operator -- (inout vec4 v, const int) {
- return vec4 (v.x--, v.y--, v.z--, v.w--);
-}
-
-ivec2 __operator -- (inout ivec2 v, const int) {
- return ivec2 (v.x--, v.y--);
-}
-
-ivec3 __operator -- (inout ivec3 v, const int) {
- return ivec3 (v.x--, v.y--, v.z--);
-}
-
-ivec4 __operator -- (inout ivec4 v, const int) {
- return ivec4 (v.x--, v.y--, v.z--, v.w--);
-}
-
-mat2 __operator -- (inout mat2 m, const int) {
- return mat2 (m[0]--, m[1]--);
-}
-
-mat3 __operator -- (inout mat3 m, const int) {
- return mat3 (m[0]--, m[1]--, m[2]--);
-}
-
-mat4 __operator -- (inout mat4 m, const int) {
- return mat4 (m[0]--, m[1]--, m[2]--, m[3]--);
-}
-
-float __operator ++ (inout float a, const int) {
- const float c = a;
- ++a;
- return c;
-}
-
-int __operator ++ (inout int a, const int) {
- const int c = a;
- ++a;
- return c;
-}
-
-vec2 __operator ++ (inout vec2 v, const int) {
- return vec2 (v.x++, v.y++);
-}
-
-vec3 __operator ++ (inout vec3 v, const int) {
- return vec3 (v.x++, v.y++, v.z++);
-}
-
-vec4 __operator ++ (inout vec4 v, const int) {
- return vec4 (v.x++, v.y++, v.z++, v.w++);
-}
-
-ivec2 __operator ++ (inout ivec2 v, const int) {
- return ivec2 (v.x++, v.y++);
-}
-
-ivec3 __operator ++ (inout ivec3 v, const int) {
- return ivec3 (v.x++, v.y++, v.z++);
-}
-
-ivec4 __operator ++ (inout ivec4 v, const int) {
- return ivec4 (v.x++, v.y++, v.z++, v.w++);
-}
-
-mat2 __operator ++ (inout mat2 m, const int) {
- return mat2 (m[0]++, m[1]++);
-}
-
-mat3 __operator ++ (inout mat3 m, const int) {
- return mat3 (m[0]++, m[1]++, m[2]++);
-}
-
-mat4 __operator ++ (inout mat4 m, const int) {
- return mat4 (m[0]++, m[1]++, m[2]++, m[3]++);
-}
-
-//
-// * The relational operators greater than (>), less than (<), greater than or equal (>=), and less
-// than or equal (<=) operate only on scalar integer and scalar floating-point expressions. The
-// result is scalar Boolean. The operands' types must match. To do component-wise
-// comparisons on vectors, use the built-in functions lessThan, lessThanEqual,
-// greaterThan, and greaterThanEqual.
-//
-
-bool __operator < (const float a, const float b) {
- bool c;
- __asm float_less c, a, b;
- return c;
-}
-
-bool __operator < (const int a, const int b) {
- return float (a) < float (b);
-}
-
-bool __operator > (const float a, const float b) {
- return b < a;
-}
-
-bool __operator > (const int a, const int b) {
- return b < a;
-}
-
-bool __operator >= (const float a, const float b) {
- return a > b || a == b;
-}
-
-bool __operator >= (const int a, const int b) {
- return a > b || a == b;
-}
-
-bool __operator <= (const float a, const float b) {
- return a < b || a == b;
-}
-
-bool __operator <= (const int a, const int b) {
- return a < b || a == b;
-}
-
-//
-// * The equality operators equal (==), and not equal (!=) operate on all types except arrays.
-// They result in a scalar Boolean. For vectors, matrices, and structures, all components of the
-// operands must be equal for the operands to be considered equal. To get component-wise
-// equality results for vectors, use the built-in functions equal and notEqual.
-//
-
-bool __operator == (const float a, const float b) {
- bool c;
- __asm float_equal c, a, b;
- return c;
-}
-
-bool __operator == (const int a, const int b) {
- return float (a) == float (b);
-}
-
-bool __operator == (const bool a, const bool b) {
- return float (a) == float (b);
-}
-
-bool __operator == (const vec2 v, const vec2 u) {
- return v.x == u.x && v.y == u.y;
-}
-
-bool __operator == (const vec3 v, const vec3 u) {
- return v.x == u.x && v.y == u.y && v.z == u.z;
-}
-
-bool __operator == (const vec4 v, const vec4 u) {
- return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w;
-}
-
-bool __operator == (const ivec2 v, const ivec2 u) {
- return v.x == u.x && v.y == u.y;
-}
-
-bool __operator == (const ivec3 v, const ivec3 u) {
- return v.x == u.x && v.y == u.y && v.z == u.z;
-}
-
-bool __operator == (const ivec4 v, const ivec4 u) {
- return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w;
-}
-
-bool __operator == (const bvec2 v, const bvec2 u) {
- return v.x == u.x && v.y == u.y;
-}
-
-bool __operator == (const bvec3 v, const bvec3 u) {
- return v.x == u.x && v.y == u.y && v.z == u.z;
-}
-
-bool __operator == (const bvec4 v, const bvec4 u) {
- return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w;
-}
-
-bool __operator == (const mat2 m, const mat2 n) {
- return m[0] == n[0] && m[1] == n[1];
-}
-
-bool __operator == (const mat3 m, const mat3 n) {
- return m[0] == n[0] && m[1] == n[1] && m[2] == n[2];
-}
-
-bool __operator == (const mat4 m, const mat4 n) {
- return m[0] == n[0] && m[1] == n[1] && m[2] == n[2] && m[3] == n[3];
-}
-
-bool __operator != (const float a, const float b) {
- return !(a == b);
-}
-
-bool __operator != (const int a, const int b) {
- return !(a == b);
-}
-
-bool __operator != (const bool a, const bool b) {
- return !(a == b);
-}
-
-bool __operator != (const vec2 v, const vec2 u) {
- return v.x != u.x || v.y != u.y;
-}
-
-bool __operator != (const vec3 v, const vec3 u) {
- return v.x != u.x || v.y != u.y || v.z != u.z;
-}
-
-bool __operator != (const vec4 v, const vec4 u) {
- return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w;
-}
-
-bool __operator != (const ivec2 v, const ivec2 u) {
- return v.x != u.x || v.y != u.y;
-}
-
-bool __operator != (const ivec3 v, const ivec3 u) {
- return v.x != u.x || v.y != u.y || v.z != u.z;
-}
-
-bool __operator != (const ivec4 v, const ivec4 u) {
- return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w;
-}
-
-bool __operator != (const bvec2 v, const bvec2 u) {
- return v.x != u.x || v.y != u.y;
-}
-
-bool __operator != (const bvec3 v, const bvec3 u) {
- return v.x != u.x || v.y != u.y || v.z != u.z;
-}
-
-bool __operator != (const bvec4 v, const bvec4 u) {
- return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w;
-}
-
-bool __operator != (const mat2 m, const mat2 n) {
- return m[0] != n[0] || m[1] != n[1];
-}
-
-bool __operator != (const mat3 m, const mat3 n) {
- return m[0] != n[0] || m[1] != n[1] || m[2] != n[2];
-}
-
-bool __operator != (const mat4 m, const mat4 n) {
- return m[0] != n[0] || m[1] != n[1] || m[2] != n[2] || m[3] != n[3];
-}
-
-//
-// * The logical binary operators and (&&), or ( | | ), and exclusive or (^^). They operate only
-// on two Boolean expressions and result in a Boolean expression. And (&&) will only
-// evaluate the right hand operand if the left hand operand evaluated to true. Or ( | | ) will
-// only evaluate the right hand operand if the left hand operand evaluated to false. Exclusive or
-// (^^) will always evaluate both operands.
-//
-
-bool __operator ^^ (const bool a, const bool b) {
- return a != b;
-}
-
-//
-// [These operators are handled internally by the compiler:]
-//
-// bool __operator && (bool a, bool b) {
-// return a ? b : false;
-// }
-// bool __operator || (bool a, bool b) {
-// return a ? true : b;
-// }
-//
-
-//
-// * The logical unary operator not (!). It operates only on a Boolean expression and results in a
-// Boolean expression. To operate on a vector, use the built-in function not.
-//
-
-bool __operator ! (const bool a) {
- return a == false;
-}
+// destination variable identifier.
+//
+// It is up to the implementation how to define a particular operator or constructor. If it is
+// expected to being used rarely, it can be defined in terms of other operators and constructors,
+// for example:
+//
+// ivec2 __operator + (const ivec2 x, const ivec2 y) {
+// return ivec2 (x[0] + y[0], x[1] + y[1]);
+// }
+//
+// If a particular operator or constructor is expected to be used very often or is an atomic
+// operation (that is, an operation that cannot be expressed in terms of other operations or
+// would create a dependency cycle) it must be defined using one or more __asm constructs.
+//
+// Each implementation must define constructors for all scalar types (bool, float, int).
+// There are 9 scalar-to-scalar constructors (including identity constructors). However,
+// since the language introduces special constructors (like matrix constructor with a single
+// scalar value), implementations must also implement these cases.
+// The compiler provides the following algorithm when resolving a constructor:
+// - try to find a constructor with a prototype matching ours,
+// - if no constructor is found and this is a scalar-to-scalar constructor, raise an error,
+// - if a constructor is found, execute it and return,
+// - count the size of the constructor parameter list - if it is less than the size of
+// our constructor's type, raise an error,
+// - for each parameter in the list do a recursive constructor matching for appropriate
+// scalar fields in the constructed variable,
+//
+// Each implementation must also define a set of operators that deal with built-in data types.
+// There are four kinds of operators:
+// 1) Operators that are implemented only by the compiler: "()" (function call), "," (sequence)
+// and "?:" (selection).
+// 2) Operators that are implemented by the compiler by expressing it in terms of other operators:
+// - "." (field selection) - translated to subscript access,
+// - "&&" (logical and) - translated to "<left_expr> ? <right_expr> : false",
+// - "||" (logical or) - translated to "<left_expr> ? true : <right_expr>",
+// 3) Operators that can be defined by the implementation and if the required prototype is not
+// found, standard behaviour is used:
+// - "==", "!=", "=" (equality, assignment) - compare or assign matching fields one-by-one;
+// note that at least operators for scalar data types must be defined by the implementation
+// to get it work,
+// 4) All other operators not mentioned above. If no required prototype is found, an error is
+// raised. An implementation must follow the language specification to provide all valid
+// operator prototypes.
+//
+
+int __constructor (const float _f) {
+ int _i;
+ __asm float_to_int _i, _f;
+ return _i;
+}
+
+bool __constructor (const int _i) {
+ return _i != 0;
+}
+
+bool __constructor (const float _f) {
+ return _f != 0.0;
+}
+
+int __constructor (const bool _b) {
+ return _b ? 1 : 0;
+}
+
+float __constructor (const bool _b) {
+ return _b ? 1.0 : 0.0;
+}
+
+float __constructor (const int _i) {
+ float _f;
+ __asm int_to_float _f, _i;
+ return _f;
+}
+
+bool __constructor (const bool _b) {
+ return _b;
+}
+
+int __constructor (const int _i) {
+ return _i;
+}
+
+float __constructor (const float _f) {
+ return _f;
+}
+
+vec2 __constructor (const float _f) {
+ return vec2 (_f, _f);
+}
+
+vec2 __constructor (const int _i) {
+ return vec2 (_i, _i);
+}
+
+vec2 __constructor (const bool _b) {
+ return vec2 (_b, _b);
+}
+
+vec3 __constructor (const float _f) {
+ return vec3 (_f, _f, _f);
+}
+
+vec3 __constructor (const int _i) {
+ return vec3 (_i, _i, _i);
+}
+
+vec3 __constructor (const bool _b) {
+ return vec3 (_b, _b, _b);
+}
+
+vec4 __constructor (const float _f) {
+ return vec4 (_f, _f, _f, _f);
+}
+
+vec4 __constructor (const int _i) {
+ return vec4 (_i, _i, _i, _i);
+}
+
+vec4 __constructor (const bool _b) {
+ return vec4 (_b, _b, _b, _b);
+}
+
+ivec2 __constructor (const int _i) {
+ return ivec2 (_i, _i);
+}
+
+ivec2 __constructor (const float _f) {
+ return ivec2 (_f, _f);
+}
+
+ivec2 __constructor (const bool _b) {
+ return ivec2 (_b, _b);
+}
+
+ivec3 __constructor (const int _i) {
+ return ivec3 (_i, _i, _i);
+}
+
+ivec3 __constructor (const float _f) {
+ return ivec3 (_f, _f, _f);
+}
+
+ivec3 __constructor (const bool _b) {
+ return ivec3 (_b, _b, _b);
+}
+
+ivec4 __constructor (const int _i) {
+ return ivec4 (_i, _i, _i, _i);
+}
+
+ivec4 __constructor (const float _f) {
+ return ivec4 (_f, _f, _f, _f);
+}
+
+ivec4 __constructor (const bool _b) {
+ return ivec4 (_b, _b, _b, _b);
+}
+
+bvec2 __constructor (const bool _b) {
+ return bvec2 (_b, _b);
+}
+
+bvec2 __constructor (const float _f) {
+ return bvec2 (_f, _f);
+}
+
+bvec2 __constructor (const int _i) {
+ return bvec2 (_i, _i);
+}
+
+bvec3 __constructor (const bool _b) {
+ return bvec3 (_b, _b, _b);
+}
+
+bvec3 __constructor (const float _f) {
+ return bvec3 (_f, _f, _f);
+}
+
+bvec3 __constructor (const int _i) {
+ return bvec3 (_i, _i, _i);
+}
+
+bvec4 __constructor (const bool _b) {
+ return bvec4 (_b, _b, _b, _b);
+}
+
+bvec4 __constructor (const float _f) {
+ return bvec4 (_f, _f, _f, _f);
+}
+
+bvec4 __constructor (const int _i) {
+ return bvec4 (_i, _i, _i, _i);
+}
+
+mat2 __constructor (const float _f) {
+ return mat2 (
+ _f, .0,
+ .0, _f
+ );
+}
+
+mat2 __constructor (const int _i) {
+ return mat2 (
+ _i, .0,
+ .0, _i
+ );
+}
+
+mat2 __constructor (const bool _b) {
+ return mat2 (
+ _b, .0,
+ .0, _b
+ );
+}
+
+mat3 __constructor (const float _f) {
+ return mat3 (
+ _f, .0, .0,
+ .0, _f, .0,
+ .0, .0, _f
+ );
+}
+
+mat3 __constructor (const int _i) {
+ return mat3 (
+ _i, .0, .0,
+ .0, _i, .0,
+ .0, .0, _i
+ );
+}
+
+mat3 __constructor (const bool _b) {
+ return mat3 (
+ _b, .0, .0,
+ .0, _b, .0,
+ .0, .0, _b
+ );
+}
+
+mat4 __constructor (const float _f) {
+ return mat4 (
+ _f, .0, .0, .0,
+ .0, _f, .0, .0,
+ .0, .0, _f, .0,
+ .0, .0, .0, _f
+ );
+}
+
+mat4 __constructor (const int _i) {
+ return mat4 (
+ _i, .0, .0, .0,
+ .0, _i, .0, .0,
+ .0, .0, _i, .0,
+ .0, .0, .0, _i
+ );
+}
+
+mat4 __constructor (const bool _b) {
+ return mat4 (
+ _b, .0, .0, .0,
+ .0, _b, .0, .0,
+ .0, .0, _b, .0,
+ .0, .0, .0, _b
+ );
+}
+
+//void __operator = (out float a, const float b) {
+// __asm float_copy a, b;
+//}
+//
+//void __operator = (out int a, const int b) {
+// __asm int_copy a, b;
+//}
+//
+//void __operator = (out bool a, const bool b) {
+// __asm bool_copy a, b;
+//}
+//
+//void __operator = (out vec2 v, const vec2 u) {
+// v.x = u.x, v.y = u.y;
+//}
+//
+//void __operator = (out vec3 v, const vec3 u) {
+// v.x = u.x, v.y = u.y, v.z = u.z;
+//}
+//
+//void __operator = (out vec4 v, const vec4 u) {
+// v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w;
+//}
+//
+//void __operator = (out ivec2 v, const ivec2 u) {
+// v.x = u.x, v.y = u.y;
+//}
+//
+//void __operator = (out ivec3 v, const ivec3 u) {
+// v.x = u.x, v.y = u.y, v.z = u.z;
+//}
+//
+//void __operator = (out ivec4 v, const ivec4 u) {
+// v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w;
+//}
+//
+//void __operator = (out bvec2 v, const bvec2 u) {
+// v.x = u.x, v.y = u.y;
+//}
+//
+//void __operator = (out bvec3 v, const bvec3 u) {
+// v.x = u.x, v.y = u.y, v.z = u.z;
+//}
+//
+//void __operator = (out bvec4 v, const bvec4 u) {
+// v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w;
+//}
+//
+//void __operator = (out mat2 m, const mat2 n) {
+// m[0] = n[0], m[1] = n[1];
+//}
+//
+//void __operator = (out mat3 m, const mat3 n) {
+// m[0] = n[0], m[1] = n[1], m[2] = n[2];
+//}
+//
+//void __operator = (out mat4 m, const mat4 n) {
+// m[0] = n[0], m[1] = n[1], m[2] = n[2], m[3] = n[3];
+//}
+
+void __operator += (inout float a, const float b) {
+ __asm float_add a, a, b;
+}
+
+float __operator - (const float a) {
+ float c;
+ __asm float_negate c, a;
+ return c;
+}
+
+void __operator -= (inout float a, const float b) {
+ a += -b;
+}
+
+void __operator *= (inout float a, const float b) {
+ __asm float_multiply a, a, b;
+}
+
+void __operator /= (inout float a, const float b) {
+ __asm float_divide a, a, b;
+}
+
+float __operator + (const float a, const float b) {
+ float c;
+ c = a;
+ return c += b;
+}
+
+void __operator += (inout int a, const int b) {
+ a = int (float (a) + float (b));
+}
+
+int __operator - (const int a) {
+ return int (-float (a));
+}
+
+void __operator -= (inout int a, const int b) {
+ a += -b;
+}
+
+float __operator * (const float a, const float b) {
+ float c;
+ c = a;
+ return c *= b;
+}
+
+void __operator *= (inout int a, const int b) {
+ a = int (float (a) * float (b));
+}
+
+float __operator / (const float a, const float b) {
+ float c;
+ c = a;
+ return c /= b;
+}
+
+void __operator /= (inout int a, const int b) {
+ a = int (float (a) / float (b));
+}
+
+void __operator += (inout vec2 v, const vec2 u) {
+ v.x += u.x, v.y += u.y;
+}
+
+void __operator -= (inout vec2 v, const vec2 u) {
+ v.x -= u.x, v.y -= u.y;
+}
+
+void __operator *= (inout vec2 v, const vec2 u) {
+ v.x *= u.x, v.y *= u.y;
+}
+
+void __operator /= (inout vec2 v, const vec2 u) {
+ v.x /= u.x, v.y /= u.y;
+}
+
+void __operator += (inout vec3 v, const vec3 u) {
+ v.x += u.x, v.y += u.y, v.z += u.z;
+}
+
+void __operator -= (inout vec3 v, const vec3 u) {
+ v.x -= u.x, v.y -= u.y, v.z -= u.z;
+}
+
+void __operator *= (inout vec3 v, const vec3 u) {
+ v.x *= u.x, v.y *= u.y, v.z *= u.z;
+}
+
+void __operator /= (inout vec3 v, const vec3 u) {
+ v.x /= u.x, v.y /= u.y, v.z /= u.z;
+}
+
+void __operator += (inout vec4 v, const vec4 u) {
+ v.x += u.x, v.y += u.y, v.z += u.z, v.w += u.w;
+}
+
+void __operator -= (inout vec4 v, const vec4 u) {
+ v.x -= u.x, v.y -= u.y, v.z -= u.z, v.w -= u.w;
+}
+
+void __operator *= (inout vec4 v, const vec4 u) {
+ v.x *= u.x, v.y *= u.y, v.z *= u.z, v.w *= u.w;
+}
+
+void __operator /= (inout vec4 v, const vec4 u) {
+ v.x /= u.x, v.y /= u.y, v.z /= u.z, v.w /= u.w;
+}
+
+void __operator += (inout ivec2 v, const ivec2 u) {
+ v.x += u.x, v.y += u.y;
+}
+
+void __operator -= (inout ivec2 v, const ivec2 u) {
+ v.x -= u.x, v.y -= u.y;
+}
+
+void __operator *= (inout ivec2 v, const ivec2 u) {
+ v.x *= u.x, v.y *= u.y;
+}
+
+void __operator /= (inout ivec2 v, const ivec2 u) {
+ v.x /= u.x, v.y /= u.y;
+}
+
+void __operator += (inout ivec3 v, const ivec3 u) {
+ v.x += u.x, v.y += u.y, v.z += u.z;
+}
+
+void __operator -= (inout ivec3 v, const ivec3 u) {
+ v.x -= u.x, v.y -= u.y, v.z -= u.z;
+}
+
+void __operator *= (inout ivec3 v, const ivec3 u) {
+ v.x *= u.x, v.y *= u.y, v.z *= u.z;
+}
+
+void __operator /= (inout ivec3 v, const ivec3 u) {
+ v.x /= u.x, v.y /= u.y, v.z /= u.z;
+}
+
+void __operator += (inout ivec4 v, const ivec4 u) {
+ v.x += u.x, v.y += u.y, v.z += u.z, v.w += u.w;
+}
+
+void __operator -= (inout ivec4 v, const ivec4 u) {
+ v.x -= u.x, v.y -= u.y, v.z -= u.z, v.w -= u.w;
+}
+
+void __operator *= (inout ivec4 v, const ivec4 u) {
+ v.x *= u.x, v.y *= u.y, v.z *= u.z, v.w *= u.w;
+}
+
+void __operator /= (inout ivec4 v, const ivec4 u) {
+ v.x /= u.x, v.y /= u.y, v.z /= u.z, v.w /= u.w;
+}
+
+void __operator += (inout mat2 m, const mat2 n) {
+ m[0] += n[0], m[1] += n[1];
+}
+
+void __operator -= (inout mat2 m, const mat2 n) {
+ m[0] -= n[0], m[1] -= n[1];
+}
+
+vec2 __operator * (const mat2 m, const vec2 v) {
+ return vec2 (
+ v.x * m[0].x + v.y * m[1].x,
+ v.x * m[0].y + v.y * m[1].y
+ );
+}
+
+mat2 __operator * (const mat2 m, const mat2 n) {
+ return mat2 (m * n[0], m * n[1]);
+}
+
+void __operator *= (inout mat2 m, const mat2 n) {
+ m = m * n;
+}
+
+void __operator /= (inout mat2 m, const mat2 n) {
+ m[0] /= n[0], m[1] /= n[1];
+}
+
+void __operator += (inout mat3 m, const mat3 n) {
+ m[0] += n[0], m[1] += n[1], m[2] += n[2];
+}
+
+void __operator -= (inout mat3 m, const mat3 n) {
+ m[0] -= n[0], m[1] -= n[1], m[2] -= n[2];
+}
+
+vec3 __operator * (const mat3 m, const vec3 v) {
+ return vec3 (
+ v.x * m[0].x + v.y * m[1].x + v.z * m[2].x,
+ v.x * m[0].y + v.y * m[1].y + v.z * m[2].y,
+ v.x * m[0].z + v.y * m[1].z + v.z * m[2].z
+ );
+}
+
+mat3 __operator * (const mat3 m, const mat3 n) {
+ return mat3 (m * n[0], m * n[1], m * n[2]);
+}
+
+void __operator *= (inout mat3 m, const mat3 n) {
+ m = m * n;
+}
+
+void __operator /= (inout mat3 m, const mat3 n) {
+ m[0] /= n[0], m[1] /= n[1], m[2] /= n[2];
+}
+
+void __operator += (inout mat4 m, const mat4 n) {
+ m[0] += n[0], m[1] += n[1], m[2] += n[2], m[3] += n[3];
+}
+
+void __operator -= (inout mat4 m, const mat4 n) {
+ m[0] -= n[0], m[1] -= n[1], m[2] -= n[2], m[3] -= n[3];
+}
+
+vec4 __operator * (const mat4 m, const vec4 v) {
+ return vec4 (
+ v.x * m[0].x + v.y * m[1].x + v.z * m[2].x + v.w * m[3].x,
+ v.x * m[0].y + v.y * m[1].y + v.z * m[2].y + v.w * m[3].y,
+ v.x * m[0].z + v.y * m[1].z + v.z * m[2].z + v.w * m[3].z,
+ v.x * m[0].w + v.y * m[1].w + v.z * m[2].w + v.w * m[3].w
+ );
+}
+
+mat4 __operator * (const mat4 m, const mat4 n) {
+ return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]);
+}
+
+void __operator *= (inout mat4 m, const mat4 n) {
+ m = m * n;
+}
+
+void __operator /= (inout mat4 m, const mat4 n) {
+ m[0] /= n[0], m[1] /= n[1], m[2] /= n[2], m[3] /= n[3];
+}
+
+void __operator += (inout vec2 v, const float a) {
+ v.x += a, v.y += a;
+}
+
+void __operator -= (inout vec2 v, const float a) {
+ v.x -= a, v.y -= a;
+}
+
+void __operator *= (inout vec2 v, const float a) {
+ v.x *= a, v.y *= a;
+}
+
+void __operator /= (inout vec2 v, const float a) {
+ v.x /= a, v.y /= a;
+}
+
+void __operator += (inout vec3 v, const float a) {
+ v.x += a, v.y += a, v.z += a;
+}
+
+void __operator -= (inout vec3 v, const float a) {
+ v.x -= a, v.y -= a, v.z -= a;
+}
+
+void __operator *= (inout vec3 v, const float a) {
+ v.x *= a, v.y *= a, v.z *= a;
+}
+
+void __operator /= (inout vec3 v, const float a) {
+ v.x /= a, v.y /= a, v.z /= a;
+}
+
+void __operator += (inout vec4 v, const float a) {
+ v.x += a, v.y += a, v.z += a, v.w += a;
+}
+
+void __operator -= (inout vec4 v, const float a) {
+ v.x -= a, v.y -= a, v.z -= a, v.w -= a;
+}
+
+void __operator *= (inout vec4 v, const float a) {
+ v.x *= a, v.y *= a, v.z *= a, v.w *= a;
+}
+
+void __operator /= (inout vec4 v, const float a) {
+ v.x /= a, v.y /= a, v.z /= a, v.w /= a;
+}
+
+void __operator += (inout mat2 m, const float a) {
+ m[0] += a, m[1] += a;
+}
+
+void __operator -= (inout mat2 m, const float a) {
+ m[0] -= a, m[1] -= a;
+}
+
+void __operator *= (inout mat2 m, const float a) {
+ m[0] *= a, m[1] *= a;
+}
+
+void __operator /= (inout mat2 m, const float a) {
+ m[0] /= a, m[1] /= a;
+}
+
+void __operator += (inout mat3 m, const float a) {
+ m[0] += a, m[1] += a, m[2] += a;
+}
+
+void __operator -= (inout mat3 m, const float a) {
+ m[0] -= a, m[1] -= a, m[2] -= a;
+}
+
+void __operator *= (inout mat3 m, const float a) {
+ m[0] *= a, m[1] *= a, m[2] *= a;
+}
+
+void __operator /= (inout mat3 m, const float a) {
+ m[0] /= a, m[1] /= a, m[2] /= a;
+}
+
+void __operator += (inout mat4 m, const float a) {
+ m[0] += a, m[1] += a, m[2] += a, m[3] += a;
+}
+
+void __operator -= (inout mat4 m, const float a) {
+ m[0] -= a, m[1] -= a, m[2] -= a, m[3] -= a;
+}
+
+void __operator *= (inout mat4 m, const float a) {
+ m[0] *= a, m[1] *= a, m[2] *= a, m[3] *= a;
+}
+
+void __operator /= (inout mat4 m, const float a) {
+ m[0] /= a, m[1] /= a, m[2] /= a, m[3] /= a;
+}
+
+vec2 __operator * (const vec2 v, const mat2 m) {
+ return vec2 (
+ v.x * m[0].x + v.y * m[0].y,
+ v.x * m[1].x + v.y * m[1].y
+ );
+}
+
+void __operator *= (inout vec2 v, const mat2 m) {
+ v = v * m;
+}
+
+vec3 __operator * (const vec3 v, const mat3 m) {
+ return vec3 (
+ v.x * m[0].x + v.y * m[0].y + v.z * m[0].z,
+ v.x * m[1].x + v.y * m[1].y + v.z * m[1].z,
+ v.x * m[2].x + v.y * m[2].y + v.z * m[2].z
+ );
+}
+
+void __operator *= (inout vec3 v, const mat3 m) {
+ v = v * m;
+}
+
+vec4 __operator * (const vec4 v, const mat4 m) {
+ return vec4 (
+ v.x * m[0].x + v.y * m[0].y + v.z * m[0].z + v.w * m[0].w,
+ v.x * m[1].x + v.y * m[1].y + v.z * m[1].z + v.w * m[1].w,
+ v.x * m[2].x + v.y * m[2].y + v.z * m[2].z + v.w * m[2].w,
+ v.x * m[3].x + v.y * m[3].y + v.z * m[3].z + v.w * m[3].w
+ );
+}
+
+void __operator *= (inout vec4 v, const mat4 m) {
+ v = v * m;
+}
+
+float __operator - (const float a, const float b) {
+ return a + -b;
+}
+
+int __operator + (const int a, const int b) {
+ int c;
+ c = a;
+ return c += b;
+}
+
+int __operator - (const int a, const int b) {
+ return a + -b;
+}
+
+int __operator * (const int a, const int b) {
+ int c;
+ return (c = a) *= b;
+}
+
+int __operator / (const int a, const int b) {
+ int c;
+ return (c = a) /= b;
+}
+
+vec2 __operator + (const vec2 v, const vec2 u) {
+ return vec2 (v.x + u.x, v.y + u.y);
+}
+
+vec2 __operator - (const vec2 v, const vec2 u) {
+ return vec2 (v.x - u.x, v.y - u.y);
+}
+
+vec3 __operator + (const vec3 v, const vec3 u) {
+ return vec3 (v.x + u.x, v.y + u.y, v.z + u.z);
+}
+
+vec3 __operator - (const vec3 v, const vec3 u) {
+ return vec3 (v.x - u.x, v.y - u.y, v.z - u.z);
+}
+
+vec4 __operator + (const vec4 v, const vec4 u) {
+ return vec4 (v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w);
+}
+
+vec4 __operator - (const vec4 v, const vec4 u) {
+ return vec4 (v.x - u.x, v.y - u.y, v.z - u.z, v.w - u.w);
+}
+
+ivec2 __operator + (const ivec2 v, const ivec2 u) {
+ return ivec2 (v.x + u.x, v.y + u.y);
+}
+
+ivec2 __operator - (const ivec2 v, const ivec2 u) {
+ return ivec2 (v.x - u.x, v.y - u.y);
+}
+
+ivec3 __operator + (const ivec3 v, const ivec3 u) {
+ return ivec3 (v.x + u.x, v.y + u.y, v.z + u.z);
+}
+
+ivec3 __operator - (const ivec3 v, const ivec3 u) {
+ return ivec3 (v.x - u.x, v.y - u.y, v.z - u.z);
+}
+
+ivec4 __operator + (const ivec4 v, const ivec4 u) {
+ return ivec4 (v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w);
+}
+
+ivec4 __operator - (const ivec4 v, const ivec4 u) {
+ return ivec4 (v.x - u.x, v.y - u.y, v.z - u.z, v.w - u.w);
+}
+
+mat2 __operator + (const mat2 m, const mat2 n) {
+ return mat2 (m[0] + n[0], m[1] + n[1]);
+}
+
+mat2 __operator - (const mat2 m, const mat2 n) {
+ return mat2 (m[0] - n[0], m[1] - n[1]);
+}
+
+mat3 __operator + (const mat3 m, const mat3 n) {
+ return mat3 (m[0] + n[0], m[1] + n[1], m[2] + n[2]);
+}
+
+mat3 __operator - (const mat3 m, const mat3 n) {
+ return mat3 (m[0] - n[0], m[1] - n[1], m[2] - n[2]);
+}
+
+mat4 __operator + (const mat4 m, const mat4 n) {
+ return mat4 (m[0] + n[0], m[1] + n[1], m[2] + n[2], m[3] + n[3]);
+}
+
+mat4 __operator - (const mat4 m, const mat4 n) {
+ return mat4 (m[0] - n[0], m[1] - n[1], m[2] - n[2], m[3] - n[3]);
+}
+
+vec2 __operator + (const float a, const vec2 u) {
+ return vec2 (a + u.x, a + u.y);
+}
+
+vec2 __operator + (const vec2 v, const float b) {
+ return vec2 (v.x + b, v.y + b);
+}
+
+vec2 __operator - (const float a, const vec2 u) {
+ return vec2 (a - u.x, a - u.y);
+}
+
+vec2 __operator - (const vec2 v, const float b) {
+ return vec2 (v.x - b, v.y - b);
+}
+
+vec2 __operator * (const float a, const vec2 u) {
+ return vec2 (a * u.x, a * u.y);
+}
+
+vec2 __operator * (const vec2 v, const float b) {
+ return vec2 (v.x * b, v.y * b);
+}
+
+vec2 __operator / (const float a, const vec2 u) {
+ return vec2 (a / u.x, a / u.y);
+}
+
+vec2 __operator / (const vec2 v, const float b) {
+ return vec2 (v.x / b, v.y / b);
+}
+
+vec3 __operator + (const float a, const vec3 u) {
+ return vec3 (a + u.x, a + u.y, a + u.z);
+}
+
+vec3 __operator + (const vec3 v, const float b) {
+ return vec3 (v.x + b, v.y + b, v.z + b);
+}
+
+vec3 __operator - (const float a, const vec3 u) {
+ return vec3 (a - u.x, a - u.y, a - u.z);
+}
+
+vec3 __operator - (const vec3 v, const float b) {
+ return vec3 (v.x - b, v.y - b, v.z - b);
+}
+
+vec3 __operator * (const float a, const vec3 u) {
+ return vec3 (a * u.x, a * u.y, a * u.z);
+}
+
+vec3 __operator * (const vec3 v, const float b) {
+ return vec3 (v.x * b, v.y * b, v.z * b);
+}
+
+vec3 __operator / (const float a, const vec3 u) {
+ return vec3 (a / u.x, a / u.y, a / u.z);
+}
+
+vec3 __operator / (const vec3 v, const float b) {
+ return vec3 (v.x / b, v.y / b, v.z / b);
+}
+
+vec4 __operator + (const float a, const vec4 u) {
+ return vec4 (a + u.x, a + u.y, a + u.z, a + u.w);
+}
+
+vec4 __operator + (const vec4 v, const float b) {
+ return vec4 (v.x + b, v.y + b, v.z + b, v.w + b);
+}
+
+vec4 __operator - (const float a, const vec4 u) {
+ return vec4 (a - u.x, a - u.y, a - u.z, a - u.w);
+}
+
+vec4 __operator - (const vec4 v, const float b) {
+ return vec4 (v.x - b, v.y - b, v.z - b, v.w - b);
+}
+
+vec4 __operator * (const float a, const vec4 u) {
+ return vec4 (a * u.x, a * u.y, a * u.z, a * u.w);
+}
+
+vec4 __operator * (const vec4 v, const float b) {
+ return vec4 (v.x * b, v.y * b, v.z * b, v.w * b);
+}
+
+vec4 __operator / (const float a, const vec4 u) {
+ return vec4 (a / u.x, a / u.y, a / u.z, a / u.w);
+}
+
+vec4 __operator / (const vec4 v, const float b) {
+ return vec4 (v.x / b, v.y / b, v.z / b, v.w / b);
+}
+
+mat2 __operator + (const float a, const mat2 n) {
+ return mat2 (a + n[0], a + n[1]);
+}
+
+mat2 __operator + (const mat2 m, const float b) {
+ return mat2 (m[0] + b, m[1] + b);
+}
+
+mat2 __operator - (const float a, const mat2 n) {
+ return mat2 (a - n[0], a - n[1]);
+}
+
+mat2 __operator - (const mat2 m, const float b) {
+ return mat2 (m[0] - b, m[1] - b);
+}
+
+mat2 __operator * (const float a, const mat2 n) {
+ return mat2 (a * n[0], a * n[1]);
+}
+
+mat2 __operator * (const mat2 m, const float b) {
+ return mat2 (m[0] * b, m[1] * b);
+}
+
+mat2 __operator / (const float a, const mat2 n) {
+ return mat2 (a / n[0], a / n[1]);
+}
+
+mat2 __operator / (const mat2 m, const float b) {
+ return mat2 (m[0] / b, m[1] / b);
+}
+
+mat3 __operator + (const float a, const mat3 n) {
+ return mat3 (a + n[0], a + n[1], a + n[2]);
+}
+
+mat3 __operator + (const mat3 m, const float b) {
+ return mat3 (m[0] + b, m[1] + b, m[2] + b);
+}
+
+mat3 __operator - (const float a, const mat3 n) {
+ return mat3 (a - n[0], a - n[1], a - n[2]);
+}
+
+mat3 __operator - (const mat3 m, const float b) {
+ return mat3 (m[0] - b, m[1] - b, m[2] - b);
+}
+
+mat3 __operator * (const float a, const mat3 n) {
+ return mat3 (a * n[0], a * n[1], a * n[2]);
+}
+
+mat3 __operator * (const mat3 m, const float b) {
+ return mat3 (m[0] * b, m[1] * b, m[2] * b);
+}
+
+mat3 __operator / (const float a, const mat3 n) {
+ return mat3 (a / n[0], a / n[1], a / n[2]);
+}
+
+mat3 __operator / (const mat3 m, const float b) {
+ return mat3 (m[0] / b, m[1] / b, m[2] / b);
+}
+
+mat4 __operator + (const float a, const mat4 n) {
+ return mat4 (a + n[0], a + n[1], a + n[2], a + n[3]);
+}
+
+mat4 __operator + (const mat4 m, const float b) {
+ return mat4 (m[0] + b, m[1] + b, m[2] + b, m[3] + b);
+}
+
+mat4 __operator - (const float a, const mat4 n) {
+ return mat4 (a - n[0], a - n[1], a - n[2], a - n[3]);
+}
+
+mat4 __operator - (const mat4 m, const float b) {
+ return mat4 (m[0] - b, m[1] - b, m[2] - b, m[3] - b);
+}
+
+mat4 __operator * (const float a, const mat4 n) {
+ return mat4 (a * n[0], a * n[1], a * n[2], a * n[3]);
+}
+
+mat4 __operator * (const mat4 m, const float b) {
+ return mat4 (m[0] * b, m[1] * b, m[2] * b, m[3] * b);
+}
+
+mat4 __operator / (const float a, const mat4 n) {
+ return mat4 (a / n[0], a / n[1], a / n[2], a / n[3]);
+}
+
+mat4 __operator / (const mat4 m, const float b) {
+ return mat4 (m[0] / b, m[1] / b, m[2] / b, m[3] / b);
+}
+
+ivec2 __operator + (const int a, const ivec2 u) {
+ return ivec2 (a + u.x, a + u.y);
+}
+
+ivec2 __operator + (const ivec2 v, const int b) {
+ return ivec2 (v.x + b, v.y + b);
+}
+
+ivec2 __operator - (const int a, const ivec2 u) {
+ return ivec2 (a - u.x, a - u.y);
+}
+
+ivec2 __operator - (const ivec2 v, const int b) {
+ return ivec2 (v.x - b, v.y - b);
+}
+
+ivec2 __operator * (const int a, const ivec2 u) {
+ return ivec2 (a * u.x, a * u.y);
+}
+
+ivec2 __operator * (const ivec2 v, const int b) {
+ return ivec2 (v.x * b, v.y * b);
+}
+
+ivec2 __operator / (const int a, const ivec2 u) {
+ return ivec2 (a / u.x, a / u.y);
+}
+
+ivec2 __operator / (const ivec2 v, const int b) {
+ return ivec2 (v.x / b, v.y / b);
+}
+
+ivec3 __operator + (const int a, const ivec3 u) {
+ return ivec3 (a + u.x, a + u.y, a + u.z);
+}
+
+ivec3 __operator + (const ivec3 v, const int b) {
+ return ivec3 (v.x + b, v.y + b, v.z + b);
+}
+
+ivec3 __operator - (const int a, const ivec3 u) {
+ return ivec3 (a - u.x, a - u.y, a - u.z);
+}
+
+ivec3 __operator - (const ivec3 v, const int b) {
+ return ivec3 (v.x - b, v.y - b, v.z - b);
+}
+
+ivec3 __operator * (const int a, const ivec3 u) {
+ return ivec3 (a * u.x, a * u.y, a * u.z);
+}
+
+ivec3 __operator * (const ivec3 v, const int b) {
+ return ivec3 (v.x * b, v.y * b, v.z * b);
+}
+
+ivec3 __operator / (const int a, const ivec3 u) {
+ return ivec3 (a / u.x, a / u.y, a / u.z);
+}
+
+ivec3 __operator / (const ivec3 v, const int b) {
+ return ivec3 (v.x / b, v.y / b, v.z / b);
+}
+
+ivec4 __operator + (const int a, const ivec4 u) {
+ return ivec4 (a + u.x, a + u.y, a + u.z, a + u.w);
+}
+
+ivec4 __operator + (const ivec4 v, const int b) {
+ return ivec4 (v.x + b, v.y + b, v.z + b, v.w + b);
+}
+
+ivec4 __operator - (const int a, const ivec4 u) {
+ return ivec4 (a - u.x, a - u.y, a - u.z, a - u.w);
+}
+
+ivec4 __operator - (const ivec4 v, const int b) {
+ return ivec4 (v.x - b, v.y - b, v.z - b, v.w - b);
+}
+
+ivec4 __operator * (const int a, const ivec4 u) {
+ return ivec4 (a * u.x, a * u.y, a * u.z, a * u.w);
+}
+
+ivec4 __operator * (const ivec4 v, const int b) {
+ return ivec4 (v.x * b, v.y * b, v.z * b, v.w * b);
+}
+
+ivec4 __operator / (const int a, const ivec4 u) {
+ return ivec4 (a / u.x, a / u.y, a / u.z, a / u.w);
+}
+
+ivec4 __operator / (const ivec4 v, const int b) {
+ return ivec4 (v.x / b, v.y / b, v.z / b, v.w / b);
+}
+
+vec2 __operator * (const vec2 v, const vec2 u) {
+ return vec2 (v.x * u.x, v.y * u.y);
+}
+
+vec3 __operator * (const vec3 v, const vec3 u) {
+ return vec3 (v.x * u.x, v.y * u.y, v.z * u.z);
+}
+
+vec4 __operator * (const vec4 v, const vec4 u) {
+ return vec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w);
+}
+
+ivec2 __operator * (const ivec2 v, const ivec2 u) {
+ return ivec2 (v.x * u.x, v.y * u.y);
+}
+
+ivec3 __operator * (const ivec3 v, const ivec3 u) {
+ return ivec3 (v.x * u.x, v.y * u.y, v.z * u.z);
+}
+
+ivec4 __operator * (const ivec4 v, const ivec4 u) {
+ return ivec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w);
+}
+
+vec2 __operator / (const vec2 v, const vec2 u) {
+ return vec2 (v.x / u.x, v.y / u.y);
+}
+
+vec3 __operator / (const vec3 v, const vec3 u) {
+ return vec3 (v.x / u.x, v.y / u.y, v.z / u.z);
+}
+
+vec4 __operator / (const vec4 v, const vec4 u) {
+ return vec4 (v.x / u.x, v.y / u.y, v.z / u.z, v.w / u.w);
+}
+
+ivec2 __operator / (const ivec2 v, const ivec2 u) {
+ return ivec2 (v.x / u.x, v.y / u.y);
+}
+
+ivec3 __operator / (const ivec3 v, const ivec3 u) {
+ return ivec3 (v.x / u.x, v.y / u.y, v.z / u.z);
+}
+
+ivec4 __operator / (const ivec4 v, const ivec4 u) {
+ return ivec4 (v.x / u.x, v.y / u.y, v.z / u.z, v.w / u.w);
+}
+
+mat2 __operator / (const mat2 m, const mat2 n) {
+ return mat2 (m[0] / n[0], m[1] / n[1]);
+}
+
+mat3 __operator / (const mat3 m, const mat3 n) {
+ return mat3 (m[0] / n[0], m[1] / n[1], m[2] / n[2]);
+}
+
+mat4 __operator / (const mat4 m, const mat4 n) {
+ return mat4 (m[0] / n[0], m[1] / n[1], m[2] / n[2], m[3] / n[3]);
+}
+
+vec2 __operator - (const vec2 v) {
+ return vec2 (-v.x, -v.y);
+}
+
+vec3 __operator - (const vec3 v) {
+ return vec3 (-v.x, -v.y, -v.z);
+}
+
+vec4 __operator - (const vec4 v) {
+ return vec4 (-v.x, -v.y, -v.z, -v.w);
+}
+
+ivec2 __operator - (const ivec2 v) {
+ return ivec2 (-v.x, -v.y);
+}
+
+ivec3 __operator - (const ivec3 v) {
+ return ivec3 (-v.x, -v.y, -v.z);
+}
+
+ivec4 __operator - (const ivec4 v) {
+ return ivec4 (-v.x, -v.y, -v.z, -v.w);
+}
+
+mat2 __operator - (const mat2 m) {
+ return mat2 (-m[0], -m[1]);
+}
+
+mat3 __operator - (const mat3 m) {
+ return mat3 (-m[0], -m[1], -m[2]);
+}
+
+mat4 __operator - (const mat4 m) {
+ return mat4 (-m[0], -m[1], -m[2], -m[3]);
+}
+
+//
+// NOTE: postfix increment and decrement operators take additional dummy int parameter to
+// distinguish their prototypes from prefix ones.
+//
+
+void __operator -- (inout float a) {
+ a -= 1.0;
+}
+
+void __operator -- (inout int a) {
+ a -= 1;
+}
+
+void __operator -- (inout vec2 v) {
+ --v.x, --v.y;
+}
+
+void __operator -- (inout vec3 v) {
+ --v.x, --v.y, --v.z;
+}
+
+void __operator -- (inout vec4 v) {
+ --v.x, --v.y, --v.z, --v.w;
+}
+
+void __operator -- (inout ivec2 v) {
+ --v.x, --v.y;
+}
+
+void __operator -- (inout ivec3 v) {
+ --v.x, --v.y, --v.z;
+}
+
+void __operator -- (inout ivec4 v) {
+ --v.x, --v.y, --v.z, --v.w;
+}
+
+void __operator -- (inout mat2 m) {
+ --m[0], --m[1];
+}
+
+void __operator -- (inout mat3 m) {
+ --m[0], --m[1], --m[2];
+}
+
+void __operator -- (inout mat4 m) {
+ --m[0], --m[1], --m[2], --m[3];
+}
+
+void __operator ++ (inout float a) {
+ a += 1.0;
+}
+
+void __operator ++ (inout int a) {
+ a += 1;
+}
+
+void __operator ++ (inout vec2 v) {
+ ++v.x, ++v.y;
+}
+
+void __operator ++ (inout vec3 v) {
+ ++v.x, ++v.y, ++v.z;
+}
+
+void __operator ++ (inout vec4 v) {
+ ++v.x, ++v.y, ++v.z, ++v.w;
+}
+
+void __operator ++ (inout ivec2 v) {
+ ++v.x, ++v.y;
+}
+
+void __operator ++ (inout ivec3 v) {
+ ++v.x, ++v.y, ++v.z;
+}
+
+void __operator ++ (inout ivec4 v) {
+ ++v.x, ++v.y, ++v.z, ++v.w;
+}
+
+void __operator ++ (inout mat2 m) {
+ ++m[0], ++m[1];
+}
+
+void __operator ++ (inout mat3 m) {
+ ++m[0], ++m[1], ++m[2];
+}
+
+void __operator ++ (inout mat4 m) {
+ ++m[0], ++m[1], ++m[2], ++m[3];
+}
+
+float __operator -- (inout float a, const int) {
+ float c;
+ c = a;
+ --a;
+ return c;
+}
+
+int __operator -- (inout int a, const int) {
+ int c;
+ c = a;
+ --a;
+ return c;
+}
+
+vec2 __operator -- (inout vec2 v, const int) {
+ return vec2 (v.x--, v.y--);
+}
+
+vec3 __operator -- (inout vec3 v, const int) {
+ return vec3 (v.x--, v.y--, v.z--);
+}
+
+vec4 __operator -- (inout vec4 v, const int) {
+ return vec4 (v.x--, v.y--, v.z--, v.w--);
+}
+
+ivec2 __operator -- (inout ivec2 v, const int) {
+ return ivec2 (v.x--, v.y--);
+}
+
+ivec3 __operator -- (inout ivec3 v, const int) {
+ return ivec3 (v.x--, v.y--, v.z--);
+}
+
+ivec4 __operator -- (inout ivec4 v, const int) {
+ return ivec4 (v.x--, v.y--, v.z--, v.w--);
+}
+
+mat2 __operator -- (inout mat2 m, const int) {
+ return mat2 (m[0]--, m[1]--);
+}
+
+mat3 __operator -- (inout mat3 m, const int) {
+ return mat3 (m[0]--, m[1]--, m[2]--);
+}
+
+mat4 __operator -- (inout mat4 m, const int) {
+ return mat4 (m[0]--, m[1]--, m[2]--, m[3]--);
+}
+
+float __operator ++ (inout float a, const int) {
+ float c;
+ c = a;
+ ++a;
+ return c;
+}
+
+int __operator ++ (inout int a, const int) {
+ int c;
+ c = a;
+ ++a;
+ return c;
+}
+
+vec2 __operator ++ (inout vec2 v, const int) {
+ return vec2 (v.x++, v.y++);
+}
+
+vec3 __operator ++ (inout vec3 v, const int) {
+ return vec3 (v.x++, v.y++, v.z++);
+}
+
+vec4 __operator ++ (inout vec4 v, const int) {
+ return vec4 (v.x++, v.y++, v.z++, v.w++);
+}
+
+ivec2 __operator ++ (inout ivec2 v, const int) {
+ return ivec2 (v.x++, v.y++);
+}
+
+ivec3 __operator ++ (inout ivec3 v, const int) {
+ return ivec3 (v.x++, v.y++, v.z++);
+}
+
+ivec4 __operator ++ (inout ivec4 v, const int) {
+ return ivec4 (v.x++, v.y++, v.z++, v.w++);
+}
+
+mat2 __operator ++ (inout mat2 m, const int) {
+ return mat2 (m[0]++, m[1]++);
+}
+
+mat3 __operator ++ (inout mat3 m, const int) {
+ return mat3 (m[0]++, m[1]++, m[2]++);
+}
+
+mat4 __operator ++ (inout mat4 m, const int) {
+ return mat4 (m[0]++, m[1]++, m[2]++, m[3]++);
+}
+
+bool __operator < (const float a, const float b) {
+ bool c;
+ __asm float_less c, a, b;
+ return c;
+}
+
+bool __operator < (const int a, const int b) {
+ return float (a) < float (b);
+}
+
+bool __operator > (const float a, const float b) {
+ return b < a;
+}
+
+bool __operator > (const int a, const int b) {
+ return b < a;
+}
+
+bool __operator >= (const float a, const float b) {
+ return a > b || a == b;
+}
+
+bool __operator >= (const int a, const int b) {
+ return a > b || a == b;
+}
+
+bool __operator <= (const float a, const float b) {
+ return a < b || a == b;
+}
+
+bool __operator <= (const int a, const int b) {
+ return a < b || a == b;
+}
+
+//bool __operator == (const float a, const float b) {
+// bool c;
+// __asm float_equal c, a, b;
+// return c;
+//}
+//
+//bool __operator == (const int a, const int b) {
+// return float (a) == float (b);
+//}
+//
+//bool __operator == (const bool a, const bool b) {
+// return float (a) == float (b);
+//}
+//
+//bool __operator == (const vec2 v, const vec2 u) {
+// return v.x == u.x && v.y == u.y;
+//}
+//
+//bool __operator == (const vec3 v, const vec3 u) {
+// return v.x == u.x && v.y == u.y && v.z == u.z;
+//}
+//
+//bool __operator == (const vec4 v, const vec4 u) {
+// return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w;
+//}
+//
+//bool __operator == (const ivec2 v, const ivec2 u) {
+// return v.x == u.x && v.y == u.y;
+//}
+//
+//bool __operator == (const ivec3 v, const ivec3 u) {
+// return v.x == u.x && v.y == u.y && v.z == u.z;
+//}
+//
+//bool __operator == (const ivec4 v, const ivec4 u) {
+// return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w;
+//}
+//
+//bool __operator == (const bvec2 v, const bvec2 u) {
+// return v.x == u.x && v.y == u.y;
+//}
+//
+//bool __operator == (const bvec3 v, const bvec3 u) {
+// return v.x == u.x && v.y == u.y && v.z == u.z;
+//}
+//
+//bool __operator == (const bvec4 v, const bvec4 u) {
+// return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w;
+//}
+//
+//bool __operator == (const mat2 m, const mat2 n) {
+// return m[0] == n[0] && m[1] == n[1];
+//}
+//
+//bool __operator == (const mat3 m, const mat3 n) {
+// return m[0] == n[0] && m[1] == n[1] && m[2] == n[2];
+//}
+//
+//bool __operator == (const mat4 m, const mat4 n) {
+// return m[0] == n[0] && m[1] == n[1] && m[2] == n[2] && m[3] == n[3];
+//}
+//
+//bool __operator != (const float a, const float b) {
+// return !(a == b);
+//}
+//
+//bool __operator != (const int a, const int b) {
+// return !(a == b);
+//}
+//
+//bool __operator != (const bool a, const bool b) {
+// return !(a == b);
+//}
+//
+//bool __operator != (const vec2 v, const vec2 u) {
+// return v.x != u.x || v.y != u.y;
+//}
+//
+//bool __operator != (const vec3 v, const vec3 u) {
+// return v.x != u.x || v.y != u.y || v.z != u.z;
+//}
+//
+//bool __operator != (const vec4 v, const vec4 u) {
+// return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w;
+//}
+//
+//bool __operator != (const ivec2 v, const ivec2 u) {
+// return v.x != u.x || v.y != u.y;
+//}
+//
+//bool __operator != (const ivec3 v, const ivec3 u) {
+// return v.x != u.x || v.y != u.y || v.z != u.z;
+//}
+//
+//bool __operator != (const ivec4 v, const ivec4 u) {
+// return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w;
+//}
+//
+//bool __operator != (const bvec2 v, const bvec2 u) {
+// return v.x != u.x || v.y != u.y;
+//}
+//
+//bool __operator != (const bvec3 v, const bvec3 u) {
+// return v.x != u.x || v.y != u.y || v.z != u.z;
+//}
+//
+//bool __operator != (const bvec4 v, const bvec4 u) {
+// return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w;
+//}
+//
+//bool __operator != (const mat2 m, const mat2 n) {
+// return m[0] != n[0] || m[1] != n[1];
+//}
+//
+//bool __operator != (const mat3 m, const mat3 n) {
+// return m[0] != n[0] || m[1] != n[1] || m[2] != n[2];
+//}
+//
+//bool __operator != (const mat4 m, const mat4 n) {
+// return m[0] != n[0] || m[1] != n[1] || m[2] != n[2] || m[3] != n[3];
+//}
+
+bool __operator ^^ (const bool a, const bool b) {
+ return a != b;
+}
+
+//
+// These operators are handled internally by the compiler:
+//
+// bool __operator && (bool a, bool b) {
+// return a ? b : false;
+// }
+// bool __operator || (bool a, bool b) {
+// return a ? true : b;
+// }
+//
+
+bool __operator ! (const bool a) {
+ return a == false;
+}
diff --git a/src/mesa/shader/slang/library/slang_core_gc.h b/src/mesa/shader/slang/library/slang_core_gc.h
index feed97b1f73..c7f3d368a52 100644
--- a/src/mesa/shader/slang/library/slang_core_gc.h
+++ b/src/mesa/shader/slang/library/slang_core_gc.h
@@ -63,30 +63,12 @@
"\n"
"\n"
"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
"int __constructor (const float _f) {\n"
" int _i;\n"
" __asm float_to_int _i, _f;\n"
" return _i;\n"
"}\n"
"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
"bool __constructor (const int _i) {\n"
" return _i != 0;\n"
"}\n"
@@ -95,11 +77,6 @@
" return _f != 0.0;\n"
"}\n"
"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
"int __constructor (const bool _b) {\n"
" return _b ? 1 : 0;\n"
"}\n"
@@ -108,20 +85,12 @@
" return _b ? 1.0 : 0.0;\n"
"}\n"
"\n"
-"\n"
-"\n"
-"\n"
-"\n"
"float __constructor (const int _i) {\n"
" float _f;\n"
" __asm int_to_float _f, _i;\n"
" return _f;\n"
"}\n"
"\n"
-"\n"
-"\n"
-"\n"
-"\n"
"bool __constructor (const bool _b) {\n"
" return _b;\n"
"}\n"
@@ -134,30 +103,6 @@
" return _f;\n"
"}\n"
"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
"vec2 __constructor (const float _f) {\n"
" return vec2 (_f, _f);\n"
"}\n"
@@ -266,17 +211,6 @@
" return bvec4 (_i, _i, _i, _i);\n"
"}\n"
"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
"mat2 __constructor (const float _f) {\n"
" return mat2 (\n"
" _f, .0,\n"
@@ -369,65 +303,40 @@
"\n"
"\n"
"\n"
-"void __operator = (out float a, const float b) {\n"
-" __asm float_copy a, b;\n"
-"}\n"
"\n"
-"void __operator = (out int a, const int b) {\n"
-" __asm int_copy a, b;\n"
-"}\n"
"\n"
-"void __operator = (out bool a, const bool b) {\n"
-" __asm bool_copy a, b;\n"
-"}\n"
"\n"
-"void __operator = (out vec2 v, const vec2 u) {\n"
-" v.x = u.x, v.y = u.y;\n"
-"}\n"
"\n"
-"void __operator = (out vec3 v, const vec3 u) {\n"
-" v.x = u.x, v.y = u.y, v.z = u.z;\n"
-"}\n"
"\n"
-"void __operator = (out vec4 v, const vec4 u) {\n"
-" v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w;\n"
-"}\n"
"\n"
-"void __operator = (out ivec2 v, const ivec2 u) {\n"
-" v.x = u.x, v.y = u.y;\n"
-"}\n"
"\n"
-"void __operator = (out ivec3 v, const ivec3 u) {\n"
-" v.x = u.x, v.y = u.y, v.z = u.z;\n"
-"}\n"
"\n"
-"void __operator = (out ivec4 v, const ivec4 u) {\n"
-" v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w;\n"
-"}\n"
"\n"
-"void __operator = (out bvec2 v, const bvec2 u) {\n"
-" v.x = u.x, v.y = u.y;\n"
-"}\n"
"\n"
-"void __operator = (out bvec3 v, const bvec3 u) {\n"
-" v.x = u.x, v.y = u.y, v.z = u.z;\n"
-"}\n"
"\n"
-"void __operator = (out bvec4 v, const bvec4 u) {\n"
-" v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w;\n"
-"}\n"
"\n"
-"void __operator = (out mat2 m, const mat2 n) {\n"
-" m[0] = n[0], m[1] = n[1];\n"
-"}\n"
"\n"
-"void __operator = (out mat3 m, const mat3 n) {\n"
-" m[0] = n[0], m[1] = n[1], m[2] = n[2];\n"
-"}\n"
"\n"
-"void __operator = (out mat4 m, const mat4 n) {\n"
-" m[0] = n[0], m[1] = n[1], m[2] = n[2], m[3] = n[3];\n"
-"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
"\n"
"\n"
"\n"
@@ -438,6 +347,12 @@
" __asm float_add a, a, b;\n"
"}\n"
"\n"
+"float __operator - (const float a) {\n"
+" float c;\n"
+" __asm float_negate c, a;\n"
+" return c;\n"
+"}\n"
+"\n"
"void __operator -= (inout float a, const float b) {\n"
" a += -b;\n"
"}\n"
@@ -450,20 +365,42 @@
" __asm float_divide a, a, b;\n"
"}\n"
"\n"
-"void __operator += (inout int x, const int y) {\n"
-" x = int (float (x) + float (y));\n"
+"float __operator + (const float a, const float b) {\n"
+" float c;\n"
+" c = a;\n"
+" return c += b;\n"
"}\n"
"\n"
-"void __operator -= (inout int x, const int y) {\n"
-" x += -y;\n"
+"void __operator += (inout int a, const int b) {\n"
+" a = int (float (a) + float (b));\n"
"}\n"
"\n"
-"void __operator *= (inout int x, const int y) {\n"
-" x = int (float (x) * float (y));\n"
+"int __operator - (const int a) {\n"
+" return int (-float (a));\n"
"}\n"
"\n"
-"void __operator /= (inout int x, const int y) {\n"
-" x = int (float (x) / float (y));\n"
+"void __operator -= (inout int a, const int b) {\n"
+" a += -b;\n"
+"}\n"
+"\n"
+"float __operator * (const float a, const float b) {\n"
+" float c;\n"
+" c = a;\n"
+" return c *= b;\n"
+"}\n"
+"\n"
+"void __operator *= (inout int a, const int b) {\n"
+" a = int (float (a) * float (b));\n"
+"}\n"
+"\n"
+"float __operator / (const float a, const float b) {\n"
+" float c;\n"
+" c = a;\n"
+" return c /= b;\n"
+"}\n"
+"\n"
+"void __operator /= (inout int a, const int b) {\n"
+" a = int (float (a) / float (b));\n"
"}\n"
"\n"
"void __operator += (inout vec2 v, const vec2 u) {\n"
@@ -566,10 +503,21 @@
" m[0] += n[0], m[1] += n[1];\n"
"}\n"
"\n"
-"void __operator -= (inout mat2 v, const mat2 n) {\n"
+"void __operator -= (inout mat2 m, const mat2 n) {\n"
" m[0] -= n[0], m[1] -= n[1];\n"
"}\n"
"\n"
+"vec2 __operator * (const mat2 m, const vec2 v) {\n"
+" return vec2 (\n"
+" v.x * m[0].x + v.y * m[1].x,\n"
+" v.x * m[0].y + v.y * m[1].y\n"
+" );\n"
+"}\n"
+"\n"
+"mat2 __operator * (const mat2 m, const mat2 n) {\n"
+" return mat2 (m * n[0], m * n[1]);\n"
+"}\n"
+"\n"
"void __operator *= (inout mat2 m, const mat2 n) {\n"
" m = m * n;\n"
"}\n"
@@ -586,6 +534,18 @@
" m[0] -= n[0], m[1] -= n[1], m[2] -= n[2];\n"
"}\n"
"\n"
+"vec3 __operator * (const mat3 m, const vec3 v) {\n"
+" return vec3 (\n"
+" v.x * m[0].x + v.y * m[1].x + v.z * m[2].x,\n"
+" v.x * m[0].y + v.y * m[1].y + v.z * m[2].y,\n"
+" v.x * m[0].z + v.y * m[1].z + v.z * m[2].z\n"
+" );\n"
+"}\n"
+"\n"
+"mat3 __operator * (const mat3 m, const mat3 n) {\n"
+" return mat3 (m * n[0], m * n[1], m * n[2]);\n"
+"}\n"
+"\n"
"void __operator *= (inout mat3 m, const mat3 n) {\n"
" m = m * n;\n"
"}\n"
@@ -602,6 +562,19 @@
" m[0] -= n[0], m[1] -= n[1], m[2] -= n[2], m[3] -= n[3];\n"
"}\n"
"\n"
+"vec4 __operator * (const mat4 m, const vec4 v) {\n"
+" return vec4 (\n"
+" v.x * m[0].x + v.y * m[1].x + v.z * m[2].x + v.w * m[3].x,\n"
+" v.x * m[0].y + v.y * m[1].y + v.z * m[2].y + v.w * m[3].y,\n"
+" v.x * m[0].z + v.y * m[1].z + v.z * m[2].z + v.w * m[3].z,\n"
+" v.x * m[0].w + v.y * m[1].w + v.z * m[2].w + v.w * m[3].w\n"
+" );\n"
+"}\n"
+"\n"
+"mat4 __operator * (const mat4 m, const mat4 n) {\n"
+" return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]);\n"
+"}\n"
+"\n"
"void __operator *= (inout mat4 m, const mat4 n) {\n"
" m = m * n;\n"
"}\n"
@@ -610,11 +583,6 @@
" m[0] /= n[0], m[1] /= n[1], m[2] /= n[2], m[3] /= n[3];\n"
"}\n"
"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
"void __operator += (inout vec2 v, const float a) {\n"
" v.x += a, v.y += a;\n"
"}\n"
@@ -711,73 +679,64 @@
" m[0] /= a, m[1] /= a, m[2] /= a, m[3] /= a;\n"
"}\n"
"\n"
-"\n"
-"\n"
-"\n"
-"\n"
+"vec2 __operator * (const vec2 v, const mat2 m) {\n"
+" return vec2 (\n"
+" v.x * m[0].x + v.y * m[0].y,\n"
+" v.x * m[1].x + v.y * m[1].y\n"
+" );\n"
+"}\n"
"\n"
"void __operator *= (inout vec2 v, const mat2 m) {\n"
" v = v * m;\n"
"}\n"
"\n"
-"void __operator *= (inout vec3 v, const mat3 m) {\n"
-" v = v * m;\n"
+"vec3 __operator * (const vec3 v, const mat3 m) {\n"
+" return vec3 (\n"
+" v.x * m[0].x + v.y * m[0].y + v.z * m[0].z,\n"
+" v.x * m[1].x + v.y * m[1].y + v.z * m[1].z,\n"
+" v.x * m[2].x + v.y * m[2].y + v.z * m[2].z\n"
+" );\n"
"}\n"
"\n"
-"void __operator *= (inout vec4 v, const mat4 m) {\n"
+"void __operator *= (inout vec3 v, const mat3 m) {\n"
" v = v * m;\n"
"}\n"
"\n"
+"vec4 __operator * (const vec4 v, const mat4 m) {\n"
+" return vec4 (\n"
+" v.x * m[0].x + v.y * m[0].y + v.z * m[0].z + v.w * m[0].w,\n"
+" v.x * m[1].x + v.y * m[1].y + v.z * m[1].z + v.w * m[1].w,\n"
+" v.x * m[2].x + v.y * m[2].y + v.z * m[2].z + v.w * m[2].w,\n"
+" v.x * m[3].x + v.y * m[3].y + v.z * m[3].z + v.w * m[3].w\n"
+" );\n"
+"}\n"
"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"float __operator + (const float a, const float b) {\n"
-" float c = a;\n"
-" return c += b;\n"
+"void __operator *= (inout vec4 v, const mat4 m) {\n"
+" v = v * m;\n"
"}\n"
"\n"
"float __operator - (const float a, const float b) {\n"
" return a + -b;\n"
"}\n"
"\n"
-"float __operator * (const float a, const float b) {\n"
-" float c = a;\n"
-" return c *= b;\n"
-"}\n"
-"\n"
-"float __operator / (const float a, const float b) {\n"
-" float c = a;\n"
-" return c /= b;\n"
-"}\n"
-"\n"
"int __operator + (const int a, const int b) {\n"
-" int c = a;\n"
+" int c;\n"
+" c = a;\n"
" return c += b;\n"
"}\n"
"\n"
-"int __operator - (const int x, const int y) {\n"
-" return x + -y;\n"
+"int __operator - (const int a, const int b) {\n"
+" return a + -b;\n"
"}\n"
"\n"
-"int __operator * (const int x, const int y) {\n"
-" int z = x;\n"
-" return z *= y;\n"
+"int __operator * (const int a, const int b) {\n"
+" int c;\n"
+" return (c = a) *= b;\n"
"}\n"
"\n"
-"int __operator / (const int x, const int y) {\n"
-" int z = x;\n"
-" return z /= y;\n"
+"int __operator / (const int a, const int b) {\n"
+" int c;\n"
+" return (c = a) /= b;\n"
"}\n"
"\n"
"vec2 __operator + (const vec2 v, const vec2 u) {\n"
@@ -852,10 +811,6 @@
" return mat4 (m[0] - n[0], m[1] - n[1], m[2] - n[2], m[3] - n[3]);\n"
"}\n"
"\n"
-"\n"
-"\n"
-"\n"
-"\n"
"vec2 __operator + (const float a, const vec2 u) {\n"
" return vec2 (a + u.x, a + u.y);\n"
"}\n"
@@ -1048,10 +1003,6 @@
" return mat4 (m[0] / b, m[1] / b, m[2] / b, m[3] / b);\n"
"}\n"
"\n"
-"\n"
-"\n"
-"\n"
-"\n"
"ivec2 __operator + (const int a, const ivec2 u) {\n"
" return ivec2 (a + u.x, a + u.y);\n"
"}\n"
@@ -1148,70 +1099,6 @@
" return ivec4 (v.x / b, v.y / b, v.z / b, v.w / b);\n"
"}\n"
"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"vec2 __operator * (const mat2 m, const vec2 v) {\n"
-" return vec2 (\n"
-" v.x * m[0].x + v.y * m[1].x,\n"
-" v.x * m[0].y + v.y * m[1].y\n"
-" );\n"
-"}\n"
-"\n"
-"vec2 __operator * (const vec2 v, const mat2 m) {\n"
-" return vec2 (\n"
-" v.x * m[0].x + v.y * m[0].y,\n"
-" v.x * m[1].x + v.y * m[1].y\n"
-" );\n"
-"}\n"
-"\n"
-"vec3 __operator * (const mat3 m, const vec3 v) {\n"
-" return vec3 (\n"
-" v.x * m[0].x + v.y * m[1].x + v.z * m[2].x,\n"
-" v.x * m[0].y + v.y * m[1].y + v.z * m[2].y,\n"
-" v.x * m[0].z + v.y * m[1].z + v.z * m[2].z\n"
-" );\n"
-"}\n"
-"\n"
-"vec3 __operator * (const vec3 v, const mat3 m) {\n"
-" return vec3 (\n"
-" v.x * m[0].x + v.y * m[0].y + v.z * m[0].z,\n"
-" v.x * m[1].x + v.y * m[1].y + v.z * m[1].z,\n"
-" v.x * m[2].x + v.y * m[2].y + v.z * m[2].z\n"
-" );\n"
-"}\n"
-"\n"
-"vec4 __operator * (const mat4 m, const vec4 v) {\n"
-" return vec4 (\n"
-" v.x * m[0].x + v.y * m[1].x + v.z * m[2].x + v.w * m[3].x,\n"
-" v.x * m[0].y + v.y * m[1].y + v.z * m[2].y + v.w * m[3].y,\n"
-" v.x * m[0].z + v.y * m[1].z + v.z * m[2].z + v.w * m[3].z,\n"
-" v.x * m[0].w + v.y * m[1].w + v.z * m[2].w + v.w * m[3].w\n"
-" );\n"
-"}\n"
-"\n"
-"vec4 __operator * (const vec4 v, const mat4 m) {\n"
-" return vec4 (\n"
-" v.x * m[0].x + v.y * m[0].y + v.z * m[0].z + v.w * m[0].w,\n"
-" v.x * m[1].x + v.y * m[1].y + v.z * m[1].z + v.w * m[1].w,\n"
-" v.x * m[2].x + v.y * m[2].y + v.z * m[2].z + v.w * m[2].w,\n"
-" v.x * m[3].x + v.y * m[3].y + v.z * m[3].z + v.w * m[3].w\n"
-" );\n"
-"}\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
"vec2 __operator * (const vec2 v, const vec2 u) {\n"
" return vec2 (v.x * u.x, v.y * u.y);\n"
"}\n"
@@ -1236,10 +1123,6 @@
" return ivec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w);\n"
"}\n"
"\n"
-"\n"
-"\n"
-"\n"
-"\n"
"vec2 __operator / (const vec2 v, const vec2 u) {\n"
" return vec2 (v.x / u.x, v.y / u.y);\n"
"}\n"
@@ -1276,48 +1159,6 @@
" return mat4 (m[0] / n[0], m[1] / n[1], m[2] / n[2], m[3] / n[3]);\n"
"}\n"
"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"mat2 __operator * (const mat2 m, const mat2 n) {\n"
-" return mat2 (m * n[0], m * n[1]);\n"
-"}\n"
-"\n"
-"mat3 __operator * (const mat3 m, const mat3 n) {\n"
-" return mat3 (m * n[0], m * n[1], m * n[2]);\n"
-"}\n"
-"\n"
-"mat4 __operator * (const mat4 m, const mat4 n) {\n"
-" return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]);\n"
-"}\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"float __operator - (const float a) {\n"
-" float c;\n"
-" __asm float_negate c, a;\n"
-" return c;\n"
-"}\n"
-"\n"
-"int __operator - (const int a) {\n"
-" return int (-float (a));\n"
-"}\n"
-"\n"
"vec2 __operator - (const vec2 v) {\n"
" return vec2 (-v.x, -v.y);\n"
"}\n"
@@ -1354,6 +1195,11 @@
" return mat4 (-m[0], -m[1], -m[2], -m[3]);\n"
"}\n"
"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
"void __operator -- (inout float a) {\n"
" a -= 1.0;\n"
"}\n"
@@ -1443,13 +1289,15 @@
"}\n"
"\n"
"float __operator -- (inout float a, const int) {\n"
-" const float c = a;\n"
+" float c;\n"
+" c = a;\n"
" --a;\n"
" return c;\n"
"}\n"
"\n"
"int __operator -- (inout int a, const int) {\n"
-" const int c = a;\n"
+" int c;\n"
+" c = a;\n"
" --a;\n"
" return c;\n"
"}\n"
@@ -1491,13 +1339,15 @@
"}\n"
"\n"
"float __operator ++ (inout float a, const int) {\n"
-" const float c = a;\n"
+" float c;\n"
+" c = a;\n"
" ++a;\n"
" return c;\n"
"}\n"
"\n"
"int __operator ++ (inout int a, const int) {\n"
-" const int c = a;\n"
+" int c;\n"
+" c = a;\n"
" ++a;\n"
" return c;\n"
"}\n"
@@ -1538,14 +1388,6 @@
" return mat4 (m[0]++, m[1]++, m[2]++, m[3]++);\n"
"}\n"
"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
"bool __operator < (const float a, const float b) {\n"
" bool c;\n"
" __asm float_less c, a, b;\n"
@@ -1587,127 +1429,35 @@
"\n"
"\n"
"\n"
-"bool __operator == (const float a, const float b) {\n"
-" bool c;\n"
-" __asm float_equal c, a, b;\n"
-" return c;\n"
-"}\n"
"\n"
-"bool __operator == (const int a, const int b) {\n"
-" return float (a) == float (b);\n"
-"}\n"
"\n"
-"bool __operator == (const bool a, const bool b) {\n"
-" return float (a) == float (b);\n"
-"}\n"
"\n"
-"bool __operator == (const vec2 v, const vec2 u) {\n"
-" return v.x == u.x && v.y == u.y;\n"
-"}\n"
"\n"
-"bool __operator == (const vec3 v, const vec3 u) {\n"
-" return v.x == u.x && v.y == u.y && v.z == u.z;\n"
-"}\n"
"\n"
-"bool __operator == (const vec4 v, const vec4 u) {\n"
-" return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w;\n"
-"}\n"
"\n"
-"bool __operator == (const ivec2 v, const ivec2 u) {\n"
-" return v.x == u.x && v.y == u.y;\n"
-"}\n"
"\n"
-"bool __operator == (const ivec3 v, const ivec3 u) {\n"
-" return v.x == u.x && v.y == u.y && v.z == u.z;\n"
-"}\n"
"\n"
-"bool __operator == (const ivec4 v, const ivec4 u) {\n"
-" return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w;\n"
-"}\n"
"\n"
-"bool __operator == (const bvec2 v, const bvec2 u) {\n"
-" return v.x == u.x && v.y == u.y;\n"
-"}\n"
"\n"
-"bool __operator == (const bvec3 v, const bvec3 u) {\n"
-" return v.x == u.x && v.y == u.y && v.z == u.z;\n"
-"}\n"
"\n"
-"bool __operator == (const bvec4 v, const bvec4 u) {\n"
-" return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w;\n"
-"}\n"
"\n"
-"bool __operator == (const mat2 m, const mat2 n) {\n"
-" return m[0] == n[0] && m[1] == n[1];\n"
-"}\n"
"\n"
-"bool __operator == (const mat3 m, const mat3 n) {\n"
-" return m[0] == n[0] && m[1] == n[1] && m[2] == n[2];\n"
-"}\n"
"\n"
-"bool __operator == (const mat4 m, const mat4 n) {\n"
-" return m[0] == n[0] && m[1] == n[1] && m[2] == n[2] && m[3] == n[3];\n"
-"}\n"
"\n"
-"bool __operator != (const float a, const float b) {\n"
-" return !(a == b);\n"
-"}\n"
"\n"
-"bool __operator != (const int a, const int b) {\n"
-" return !(a == b);\n"
-"}\n"
"\n"
-"bool __operator != (const bool a, const bool b) {\n"
-" return !(a == b);\n"
-"}\n"
"\n"
-"bool __operator != (const vec2 v, const vec2 u) {\n"
-" return v.x != u.x || v.y != u.y;\n"
-"}\n"
"\n"
-"bool __operator != (const vec3 v, const vec3 u) {\n"
-" return v.x != u.x || v.y != u.y || v.z != u.z;\n"
-"}\n"
"\n"
-"bool __operator != (const vec4 v, const vec4 u) {\n"
-" return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w;\n"
-"}\n"
"\n"
-"bool __operator != (const ivec2 v, const ivec2 u) {\n"
-" return v.x != u.x || v.y != u.y;\n"
-"}\n"
"\n"
-"bool __operator != (const ivec3 v, const ivec3 u) {\n"
-" return v.x != u.x || v.y != u.y || v.z != u.z;\n"
-"}\n"
"\n"
-"bool __operator != (const ivec4 v, const ivec4 u) {\n"
-" return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w;\n"
-"}\n"
"\n"
-"bool __operator != (const bvec2 v, const bvec2 u) {\n"
-" return v.x != u.x || v.y != u.y;\n"
-"}\n"
"\n"
-"bool __operator != (const bvec3 v, const bvec3 u) {\n"
-" return v.x != u.x || v.y != u.y || v.z != u.z;\n"
-"}\n"
"\n"
-"bool __operator != (const bvec4 v, const bvec4 u) {\n"
-" return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w;\n"
-"}\n"
"\n"
-"bool __operator != (const mat2 m, const mat2 n) {\n"
-" return m[0] != n[0] || m[1] != n[1];\n"
-"}\n"
"\n"
-"bool __operator != (const mat3 m, const mat3 n) {\n"
-" return m[0] != n[0] || m[1] != n[1] || m[2] != n[2];\n"
-"}\n"
"\n"
-"bool __operator != (const mat4 m, const mat4 n) {\n"
-" return m[0] != n[0] || m[1] != n[1] || m[2] != n[2] || m[3] != n[3];\n"
-"}\n"
"\n"
"\n"
"\n"
@@ -1717,9 +1467,6 @@
"\n"
"\n"
"\n"
-"bool __operator ^^ (const bool a, const bool b) {\n"
-" return a != b;\n"
-"}\n"
"\n"
"\n"
"\n"
@@ -1737,6 +1484,81 @@
"\n"
"\n"
"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"bool __operator ^^ (const bool a, const bool b) {\n"
+" return a != b;\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
"bool __operator ! (const bool a) {\n"
" return a == false;\n"
"}\n"
diff --git a/src/mesa/shader/slang/library/slang_core_gc_bin.h b/src/mesa/shader/slang/library/slang_core_gc_bin.h
index 3e415325309..ac53ceea877 100755
--- a/src/mesa/shader/slang/library/slang_core_gc_bin.h
+++ b/src/mesa/shader/slang/library/slang_core_gc_bin.h
@@ -1,887 +1,490 @@
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