diff options
author | Michal Krol <[email protected]> | 2005-04-13 13:03:23 +0000 |
---|---|---|
committer | Michal Krol <[email protected]> | 2005-04-13 13:03:23 +0000 |
commit | 5a382001224df9aad6137c825fbfc2d058b220b1 (patch) | |
tree | a74746e9d5b49bafed7b83955a36e1441af61215 /src/mesa/shader/slang/library | |
parent | f18d70b80493bf795e901424231b0e157251e0ad (diff) |
cosmetic changes;
fix syntax errors;
Diffstat (limited to 'src/mesa/shader/slang/library')
-rwxr-xr-x | src/mesa/shader/slang/library/slang_common_builtin.gc | 41 | ||||
-rw-r--r-- | src/mesa/shader/slang/library/slang_common_builtin_gc.h | 1410 |
2 files changed, 1431 insertions, 20 deletions
diff --git a/src/mesa/shader/slang/library/slang_common_builtin.gc b/src/mesa/shader/slang/library/slang_common_builtin.gc index 65c5c79e6dc..0b3ed0e880c 100755 --- a/src/mesa/shader/slang/library/slang_common_builtin.gc +++ b/src/mesa/shader/slang/library/slang_common_builtin.gc @@ -209,14 +209,14 @@ uniform gl_FogParameters gl_Fog; // // The built-in functions basically fall into three categories: // -// � They expose some necessary hardware functionality in a convenient way such as accessing +// * They expose some necessary hardware functionality in a convenient way such as accessing // a texture map. There is no way in the language for these functions to be emulated by a shader. // -// � They represent a trivial operation (clamp, mix, etc.) that is very simple for the user +// * They represent a trivial operation (clamp, mix, etc.) that is very simple for the user // to write, but they are very common and may have direct hardware support. It is a very hard // problem for the compiler to map expressions to complex assembler instructions. // -// � They represent an operation graphics hardware is likely to accelerate at some point. The +// * They represent an operation graphics hardware is likely to accelerate at some point. The // trigonometry functions fall into this category. // // Many of the functions are similar to the same named ones in common C libraries, but they support @@ -927,7 +927,8 @@ vec4 faceforward (vec4 N, vec4 I, vec4 Nref) { // // For the incident vector I and surface orientation N, returns the reflection direction: // result = I - 2 * dot (N, I) * N -// N must already be normalized in order to achieve the desired result. +// N must already be normalized in order to achieve the desired result.
+// float reflect (float I, float N) { return I - 2.0 * dot (N, I) * N; @@ -959,7 +960,7 @@ vec4 reflect (vec4 I, vec4 N) { float refract (float I, float N, float eta) { const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I)); if (k < 0.0) - return 0.0; + return 0.0;
return eta * I - (eta * dot (N, I) + sqrt (k)) * N; } vec2 refract (vec2 I, vec2 N, float eta) { @@ -1146,16 +1147,16 @@ bvec3 notEqual (vec3 x, vec3 y) { return bvec3 (x.x != y.x, x.y != y.y, x.z != y.z); } bvec4 notEqual (vec4 x, vec4 y) { - return (bvec4 (x.x != y.x, x.y != y.y, x.z != y.z, x.w != y.w); + return bvec4 (x.x != y.x, x.y != y.y, x.z != y.z, x.w != y.w); } bvec2 notEqual (ivec2 x, ivec2 y) { - return (bvec2 (x.x != y.x, x.y != y.y); + return bvec2 (x.x != y.x, x.y != y.y); } bvec3 notEqual (ivec3 x, ivec3 y) { - return (bvec3 (x.x != y.x, x.y != y.y, x.z != y.z); + return bvec3 (x.x != y.x, x.y != y.y, x.z != y.z); } bvec4 notEqual (ivec4 x, ivec4 y) { - return (bvec4 (x.x != y.x, x.y != y.y, x.z != y.z, x.w != y.w); + return bvec4 (x.x != y.x, x.y != y.y, x.z != y.z, x.w != y.w); } // @@ -1225,13 +1226,13 @@ bvec4 not (bvec4 x) { // running in a fragment shader, the LOD computed by the implementation is used to do the texture // lookup. If it is mip-mapped and running on the vertex shader, then the base texture is used. // -// The built-ins suffixed with �Lod� are allowed only in a vertex shader. For the �Lod� functions, +// The built-ins suffixed with "Lod" are allowed only in a vertex shader. For the "Lod" functions, // lod is directly used as the level of detail. // // // Use the texture coordinate coord to do a texture lookup in the 1D texture currently bound -// to sampler. For the projective (�Proj�) versions, the texture coordinate coord.s is divided by +// to sampler. For the projective ("Proj") versions, the texture coordinate coord.s is divided by // the last component of coord. // // XXX @@ -1247,7 +1248,7 @@ vec4 texture1DProj (sampler1D sampler, vec4 coord) { // // Use the texture coordinate coord to do a texture lookup in the 2D texture currently bound -// to sampler. For the projective (�Proj�) versions, the texture coordinate (coord.s, coord.t) is +// to sampler. For the projective ("Proj") versions, the texture coordinate (coord.s, coord.t) is // divided by the last component of coord. The third component of coord is ignored for the vec4 // coord variant. // @@ -1264,7 +1265,7 @@ vec4 texture2DProj (sampler2D sampler, vec4 coord) { // // Use the texture coordinate coord to do a texture lookup in the 3D texture currently bound -// to sampler. For the projective (�Proj�) versions, the texture coordinate is divided by coord.q. +// to sampler. For the projective ("Proj") versions, the texture coordinate is divided by coord.q. // // XXX vec4 texture3D (sampler3D sampler, vec3 coord) { @@ -1288,9 +1289,9 @@ vec4 textureCube (samplerCube sampler, vec3 coord) { // Use texture coordinate coord to do a depth comparison lookup on the depth texture bound // to sampler, as described in section 3.8.14 of version 1.4 of the OpenGL specification. The 3rd // component of coord (coord.p) is used as the R value. The texture bound to sampler must be a -// depth texture, or results are undefined. For the projective (�Proj�) version of each built-in, +// depth texture, or results are undefined. For the projective ("Proj") version of each built-in, // the texture coordinate is divide by coord.q, giving a depth value R of coord.p/coord.q. The -// second component of coord is ignored for the �1D� variants. +// second component of coord is ignored for the "1D" variants. // // XXX vec4 shadow1D (sampler1DShadow sampler, vec3 coord) { @@ -1317,13 +1318,13 @@ vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord) { // // - The return value(s) are always in the range [-1,1], and cover at least the range [-0.6, 0.6], // with a gaussian-like distribution. -// � The return value(s) have an overall average of 0.0 -// � They are repeatable, in that a particular input value will always produce the same return value -// � They are statistically invariant under rotation (i.e., no matter how the domain is rotated, it +// * The return value(s) have an overall average of 0.0 +// * They are repeatable, in that a particular input value will always produce the same return value +// * They are statistically invariant under rotation (i.e., no matter how the domain is rotated, it // has the same statistical character) -// � They have a statistical invariance under translation (i.e., no matter how the domain is +// * They have a statistical invariance under translation (i.e., no matter how the domain is // translated, it has the same statistical character) -// � They typically give different results under translation. +// * They typically give different results under translation. // - The spatial frequency is narrowly concentrated, centered somewhere between 0.5 to 1.0. // diff --git a/src/mesa/shader/slang/library/slang_common_builtin_gc.h b/src/mesa/shader/slang/library/slang_common_builtin_gc.h new file mode 100644 index 00000000000..cd9d9ac7d17 --- /dev/null +++ b/src/mesa/shader/slang/library/slang_common_builtin_gc.h @@ -0,0 +1,1410 @@ +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"const int gl_MaxLights = 8;\n" +"const int gl_MaxClipPlanes = 6;\n" +"const int gl_MaxTextureUnits = 2;\n" +"const int gl_MaxTextureCoords = 2;\n" +"const int gl_MaxVertexAttribs = 16;\n" +"const int gl_MaxVertexUniformComponents = 512;\n" +"const int gl_MaxVaryingFloats = 32;\n" +"const int gl_MaxVertexTextureImageUnits = 0;\n" +"const int gl_MaxCombinedTextureImageUnits = 2;\n" +"const int gl_MaxTextureImageUnits = 2;\n" +"const int gl_MaxFragmentUniformComponents = 64;\n" +"const int gl_MaxDrawBuffers = 1;\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"uniform mat4 gl_ModelViewMatrix;\n" +"uniform mat4 gl_ProjectionMatrix;\n" +"uniform mat4 gl_ModelViewProjectionMatrix;\n" +"uniform mat4 gl_TextureMatrix[gl_MaxTextureCoords];\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"uniform mat3 gl_NormalMatrix;\n" +"\n" +"\n" +"uniform mat4 gl_ModelViewMatrixInverse;\n" +"uniform mat4 gl_ProjectionMatrixInverse;\n" +"uniform mat4 gl_ModelViewProjectionMatrixInverse;\n" +"uniform mat4 gl_TextureMatrixInverse[gl_MaxTextureCoords];\n" +"\n" +"uniform mat4 gl_ModelViewMatrixTranspose;\n" +"uniform mat4 gl_ProjectionMatrixTranspose;\n" +"uniform mat4 gl_ModelViewProjectionMatrixTranspose;\n" +"uniform mat4 gl_TextureMatrixTranspose[gl_MaxTextureCoords];\n" +"\n" +"uniform mat4 gl_ModelViewMatrixInverseTranspose;\n" +"uniform mat4 gl_ProjectionMatrixInverseTranspose;\n" +"uniform mat4 gl_ModelViewProjectionMatrixInverseTranspose;\n" +"uniform mat4 gl_TextureMatrixInverseTranspose[gl_MaxTextureCoords];\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"uniform float gl_NormalScale;\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"struct gl_DepthRangeParameters {\n" +" float near;\n" +" float far;\n" +" float diff;\n" +"};\n" +"\n" +"uniform gl_DepthRangeParameters gl_DepthRange;\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"uniform vec4 gl_ClipPlane[gl_MaxClipPlanes];\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"struct gl_PointParameters {\n" +" float size;\n" +" float sizeMin;\n" +" float sizeMax;\n" +" float fadeThresholdSize;\n" +" float distanceConstantAttenuation;\n" +" float distanceLinearAttenuation;\n" +" float distanceQuadraticAttenuation;\n" +"};\n" +"\n" +"uniform gl_PointParameters gl_Point;\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"struct gl_MaterialParameters {\n" +" vec4 emission;\n" +" vec4 ambient;\n" +" vec4 diffuse;\n" +" vec4 specular;\n" +" float shininess;\n" +"};\n" +"\n" +"uniform gl_MaterialParameters gl_FrontMaterial;\n" +"uniform gl_MaterialParameters gl_BackMaterial;\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"struct gl_LightSourceParameters {\n" +" vec4 ambient;\n" +" vec4 diffuse;\n" +" vec4 specular;\n" +" vec4 position;\n" +" vec4 halfVector;\n" +" vec3 spotDirection;\n" +" float spotExponent;\n" +" float spotCutoff;\n" +"\n" +" float spotCosCutoff;\n" +"\n" +" float constantAttenuation;\n" +" float linearAttenuation;\n" +" float quadraticAttenuation;\n" +"};\n" +"\n" +"uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights];\n" +"\n" +"struct gl_LightModelParameters {\n" +" vec4 ambient;\n" +"};\n" +"\n" +"uniform gl_LightModelParameters gl_LightModel;\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"struct gl_LightModelProducts {\n" +" vec4 sceneColor;\n" +"};\n" +"\n" +"uniform gl_LightModelProducts gl_FrontLightModelProduct;\n" +"uniform gl_LightModelProducts gl_BackLightModelProduct;\n" +"\n" +"struct gl_LightProducts {\n" +" vec4 ambient;\n" +" vec4 diffuse;\n" +" vec4 specular;\n" +"};\n" +"\n" +"uniform gl_LightProducts gl_FrontLightProduct[gl_MaxLights];\n" +"uniform gl_LightProducts gl_BackLightProduct[gl_MaxLights];\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"uniform vec4 gl_TextureEnvColor[gl_MaxTextureImageUnits];\n" +"uniform vec4 gl_EyePlaneS[gl_MaxTextureCoords];\n" +"uniform vec4 gl_EyePlaneT[gl_MaxTextureCoords];\n" +"uniform vec4 gl_EyePlaneR[gl_MaxTextureCoords];\n" +"uniform vec4 gl_EyePlaneQ[gl_MaxTextureCoords];\n" +"uniform vec4 gl_ObjectPlaneS[gl_MaxTextureCoords];\n" +"uniform vec4 gl_ObjectPlaneT[gl_MaxTextureCoords];\n" +"uniform vec4 gl_ObjectPlaneR[gl_MaxTextureCoords];\n" +"uniform vec4 gl_ObjectPlaneQ[gl_MaxTextureCoords];\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"struct gl_FogParameters {\n" +" vec4 color;\n" +" float density;\n" +" float start;\n" +" float end;\n" +" float scale;\n" +"};\n" +"\n" +"uniform gl_FogParameters gl_Fog;\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" +"float radians (float deg) {\n" +" return 3.141593 * deg / 180.0;\n" +"}\n" +"vec2 radians (vec2 deg) {\n" +" return vec2 (radians (deg.x), radians (deg.y));\n" +"}\n" +"vec3 radians (vec3 deg) {\n" +" return vec3 (radians (deg.x), radians (deg.y), radians (deg.z));\n" +"}\n" +"vec4 radians (vec4 deg) {\n" +" return vec4 (radians (deg.x), radians (deg.y), radians (deg.z), radians (deg.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float degrees (float rad) {\n" +" return 180.0 * rad / 3.141593;\n" +"}\n" +"vec2 degrees (vec2 rad) {\n" +" return vec2 (degrees (rad.x), degrees (rad.y));\n" +"}\n" +"vec3 degrees (vec3 rad) {\n" +" return vec3 (degrees (rad.x), degrees (rad.y), degrees (rad.z));\n" +"}\n" +"vec4 degrees (vec4 rad) {\n" +" return vec4 (degrees (rad.x), degrees (rad.y), degrees (rad.z), degrees (rad.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float sin (float angle) {\n" +" return 0.0;\n" +"}\n" +"vec2 sin (vec2 angle) {\n" +" return vec2 (sin (angle.x), sin (angle.y));\n" +"}\n" +"vec3 sin (vec3 angle) {\n" +" return vec3 (sin (angle.x), sin (angle.y), sin (angle.z));\n" +"}\n" +"vec4 sin (vec4 angle) {\n" +" return vec4 (sin (angle.x), sin (angle.y), sin (angle.z), sin (angle.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float cos (float angle) {\n" +" return sin (angle + 1.5708);\n" +"}\n" +"vec2 cos (vec2 angle) {\n" +" return vec2 (cos (angle.x), cos (angle.y));\n" +"}\n" +"vec3 cos (vec3 angle) {\n" +" return vec3 (cos (angle.x), cos (angle.y), cos (angle.z));\n" +"}\n" +"vec4 cos (vec4 angle) {\n" +" return vec4 (cos (angle.x), cos (angle.y), cos (angle.z), cos (angle.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float tan (float angle) {\n" +" return sin (angle) / cos (angle);\n" +"}\n" +"vec2 tan (vec2 angle) {\n" +" return vec2 (tan (angle.x), tan (angle.y));\n" +"}\n" +"vec3 tan (vec3 angle) {\n" +" return vec3 (tan (angle.x), tan (angle.y), tan (angle.z));\n" +"}\n" +"vec4 tan (vec4 angle) {\n" +" return vec4 (tan (angle.x), tan (angle.y), tan (angle.z), tan (angle.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float asin (float x) {\n" +" return 0.0;\n" +"}\n" +"vec2 asin (vec2 x) {\n" +" return vec2 (asin (x.x), asin (x.y));\n" +"}\n" +"vec3 asin (vec3 x) {\n" +" return vec3 (asin (x.x), asin (x.y), asin (x.z));\n" +"}\n" +"vec4 asin (vec4 x) {\n" +" return vec4 (asin (x.x), asin (x.y), asin (x.z), asin (x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float acos (float x) {\n" +" return 0.0;\n" +"}\n" +"vec2 acos (vec2 x) {\n" +" return vec2 (acos (x.x), acos (x.y));\n" +"}\n" +"vec3 acos (vec3 x) {\n" +" return vec3 (acos (x.x), acos (x.y), acos (x.z));\n" +"}\n" +"vec4 acos (vec4 x) {\n" +" return vec4 (acos (x.x), acos (x.y), acos (x.z), acos (x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float atan (float x, float y) {\n" +" return 0.0;\n" +"}\n" +"vec2 atan (vec2 x, vec2 y) {\n" +" return vec2 (atan (x.x, y.x), atan (x.y, y.y));\n" +"}\n" +"vec3 atan (vec3 x, vec3 y) {\n" +" return vec3 (atan (x.x, y.x), atan (x.y, y.y), atan (x.z, y.z));\n" +"}\n" +"vec4 atan (vec4 x, vec4 y) {\n" +" return vec4 (atan (x.x, y.x), atan (x.y, y.y), atan (x.z, y.z), atan (x.w, y.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float atan (float y_over_x) {\n" +" return 0.0;\n" +"}\n" +"vec2 atan (vec2 y_over_x) {\n" +" return vec2 (atan (y_over_x.x), atan (y_over_x.y));\n" +"}\n" +"vec3 atan (vec3 y_over_x) {\n" +" return vec3 (atan (y_over_x.x), atan (y_over_x.y), atan (y_over_x.z));\n" +"}\n" +"vec4 atan (vec4 y_over_x) {\n" +" return vec4 (atan (y_over_x.x), atan (y_over_x.y), atan (y_over_x.z), atan (y_over_x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float pow (float x, float y) {\n" +" return 0.0;\n" +"}\n" +"vec2 pow (vec2 x, vec2 y) {\n" +" return vec2 (pow (x.x, y.x), pow (x.y, y.y));\n" +"}\n" +"vec3 pow (vec3 x, vec3 y) {\n" +" return vec3 (pow (x.x, y.x), pow (x.y, y.y), pow (x.z, y.z));\n" +"}\n" +"vec4 pow (vec4 x, vec4 y) {\n" +" return vec4 (pow (x.x, y.x), pow (x.y, y.y), pow (x.z, y.z), pow (x.w, y.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float exp (float x) {\n" +" return pow (2.71828183, x);\n" +"}\n" +"vec2 exp (vec2 x) {\n" +" return vec2 (exp (x.x), exp (x.y));\n" +"}\n" +"vec3 exp (vec3 x) {\n" +" return vec3 (exp (x.x), exp (x.y), exp (x.z));\n" +"}\n" +"vec4 exp (vec4 x) {\n" +" return vec4 (exp (x.x), exp (x.y), exp (x.z), exp (x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float log (float x) {\n" +" return log2 (x) / log2 (2.71828183);\n" +"}\n" +"vec2 log (vec2 x) {\n" +" return vec2 (log (x.x), log (x.y));\n" +"}\n" +"vec3 log (vec3 x) {\n" +" return vec3 (log (x.x), log (x.y), log (x.z));\n" +"}\n" +"vec4 log (vec4 x) {\n" +" return vec4 (log (x.x), log (x.y), log (x.z), log (x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float exp2 (float x) {\n" +" return pow (2.0, x);\n" +"}\n" +"vec2 exp2 (vec2 x) {\n" +" return vec2 (exp2 (x.x), exp2 (x.y));\n" +"}\n" +"vec3 exp2 (vec3 x) {\n" +" return vec3 (exp2 (x.x), exp2 (x.y), exp2 (x.z));\n" +"}\n" +"vec4 exp2 (vec4 x) {\n" +" return vec4 (exp2 (x.x), exp2 (x.y), exp2 (x.z), exp2 (x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float log2 (float x) {\n" +" return 0.0;\n" +"}\n" +"vec2 log2 (vec2 x) {\n" +" return vec2 (log2 (x.x), log2 (x.y));\n" +"}\n" +"vec3 log2 (vec3 x) {\n" +" return vec3 (log2 (x.x), log2 (x.y), log2 (x.z));\n" +"}\n" +"vec4 log2 (vec4 x) {\n" +" return vec4 (log2 (x.x), log2 (x.y), log2 (x.z), log2 (x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float sqrt (float x) {\n" +" return pow (x, 0.5);\n" +"}\n" +"vec2 sqrt (vec2 x) {\n" +" return vec2 (sqrt (x.x), sqrt (x.y));\n" +"}\n" +"vec3 sqrt (vec3 x) {\n" +" return vec3 (sqrt (x.x), sqrt (x.y), sqrt (x.z));\n" +"}\n" +"vec4 sqrt (vec4 x) {\n" +" return vec4 (sqrt (x.x), sqrt (x.y), sqrt (x.z), sqrt (x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float inversesqrt (float x) {\n" +" return 1.0 / sqrt (x);\n" +"}\n" +"vec2 inversesqrt (vec2 x) {\n" +" return vec2 (inversesqrt (x.x), inversesqrt (x.y));\n" +"}\n" +"vec3 inversesqrt (vec3 x) {\n" +" return vec3 (inversesqrt (x.x), inversesqrt (x.y), inversesqrt (x.z));\n" +"}\n" +"vec4 inversesqrt (vec4 x) {\n" +" return vec4 (inversesqrt (x.x), inversesqrt (x.y), inversesqrt (x.z), inversesqrt (x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float abs (float x) {\n" +" return x >= 0.0 ? x : -x;\n" +"}\n" +"vec2 abs (vec2 x) {\n" +" return vec2 (abs (x.x), abs (x.y));\n" +"}\n" +"vec3 abs (vec3 x) {\n" +" return vec3 (abs (x.x), abs (x.y), abs (x.z));\n" +"}\n" +"vec4 abs (vec4 x) {\n" +" return vec4 (abs (x.x), abs (x.y), abs (x.z), abs (x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float sign (float x) {\n" +" return x > 0.0 ? 1.0 : x < 0.0 ? -1.0 : 0.0;\n" +"}\n" +"vec2 sign (vec2 x) {\n" +" return vec2 (sign (x.x), sign (x.y));\n" +"}\n" +"vec3 sign (vec3 x) {\n" +" return vec3 (sign (x.x), sign (x.y), sign (x.z));\n" +"}\n" +"vec4 sign (vec4 x) {\n" +" return vec4 (sign (x.x), sign (x.y), sign (x.z), sign (x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float floor (float x) {\n" +" return 0.0;\n" +"}\n" +"vec2 floor (vec2 x) {\n" +" return vec2 (floor (x.x), floor (x.y));\n" +"}\n" +"vec3 floor (vec3 x) {\n" +" return vec3 (floor (x.x), floor (x.y), floor (x.z));\n" +"}\n" +"vec4 floor (vec4 x) {\n" +" return vec4 (floor (x.x), floor (x.y), floor (x.z), floor (x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float ceil (float x) {\n" +" return 0.0;\n" +"}\n" +"vec2 ceil (vec2 x) {\n" +" return vec2 (ceil (x.x), ceil (x.y));\n" +"}\n" +"vec3 ceil (vec3 x) {\n" +" return vec3 (ceil (x.x), ceil (x.y), ceil (x.z));\n" +"}\n" +"vec4 ceil (vec4 x) {\n" +" return vec4 (ceil (x.x), ceil (x.y), ceil (x.z), ceil (x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float fract (float x) {\n" +" return x - floor (x);\n" +"}\n" +"vec2 fract (vec2 x) {\n" +" return vec2 (fract (x.x), fract (x.y));\n" +"}\n" +"vec3 fract (vec3 x) {\n" +" return vec3 (fract (x.x), fract (x.y), fract (x.z));\n" +"}\n" +"vec4 fract (vec4 x) {\n" +" return vec4 (fract (x.x), fract (x.y), fract (x.z), fract (x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float mod (float x, float y) {\n" +" return x - y * floor (x / y);\n" +"}\n" +"vec2 mod (vec2 x, float y) {\n" +" return vec2 (mod (x.x, y), mod (x.y, y));\n" +"}\n" +"vec3 mod (vec3 x, float y) {\n" +" return vec3 (mod (x.x, y), mod (x.y, y), mod (x.z, y));\n" +"}\n" +"vec4 mod (vec4 x, float y) {\n" +" return vec4 (mod (x.x, y), mod (x.y, y), mod (x.z, y), mod (x.w, y));\n" +"}\n" +"vec2 mod (vec2 x, vec2 y) {\n" +" return vec2 (mod (x.x, y.x), mod (x.y, y.y));\n" +"}\n" +"vec3 mod (vec3 x, vec3 y) {\n" +" return vec3 (mod (x.x, y.x), mod (x.y, y.y), mod (x.z, y.z));\n" +"}\n" +"vec4 mod (vec4 x, vec4 y) {\n" +" return vec4 (mod (x.x, y.x), mod (x.y, y.y), mod (x.z, y.z), mod (x.w, y.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float min (float x, float y) {\n" +" return y < x ? y : x;\n" +"}\n" +"vec2 min (vec2 x, float y) {\n" +" return vec2 (min (x.x, y), min (x.y, y));\n" +"}\n" +"vec3 min (vec3 x, float y) {\n" +" return vec3 (min (x.x, y), min (x.y, y), min (x.z, y));\n" +"}\n" +"vec4 min (vec4 x, float y) {\n" +" return vec4 (min (x.x, y), min (x.y, y), min (x.z, y), min (x.w, y));\n" +"}\n" +"vec2 min (vec2 x, vec2 y) {\n" +" return vec2 (min (x.x, y.x), min (x.y, y.y));\n" +"}\n" +"vec3 min (vec3 x, vec3 y) {\n" +" return vec3 (min (x.x, y.x), min (x.y, y.y), min (x.z, y.z));\n" +"}\n" +"vec4 min (vec4 x, vec4 y) {\n" +" return vec4 (min (x.x, y.x), min (x.y, y.y), min (x.z, y.z), min (x.w, y.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float max (float x, float y) {\n" +" return min (y, x);\n" +"}\n" +"vec2 max (vec2 x, float y) {\n" +" return vec2 (max (x.x, y), max (x.y, y));\n" +"}\n" +"vec3 max (vec3 x, float y) {\n" +" return vec3 (max (x.x, y), max (x.y, y), max (x.z, y));\n" +"}\n" +"vec4 max (vec4 x, float y) {\n" +" return vec4 (max (x.x, y), max (x.y, y), max (x.z, y), max (x.w, y));\n" +"}\n" +"vec2 max (vec2 x, vec2 y) {\n" +" return vec2 (max (x.x, y.x), max (x.y, y.y));\n" +"}\n" +"vec3 max (vec3 x, vec3 y) {\n" +" return vec3 (max (x.x, y.x), max (x.y, y.y), max (x.z, y.z));\n" +"}\n" +"vec4 max (vec4 x, vec4 y) {\n" +" return vec4 (max (x.x, y.x), max (x.y, y.y), max (x.z, y.z), max (x.w, y.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float clamp (float x, float minVal, float maxVal) {\n" +" return min (max (x, minVal), maxVal);\n" +"}\n" +"vec2 clamp (vec2 x, float minVal, float maxVal) {\n" +" return vec2 (clamp (x.x, minVal, maxVal), clamp (x.y, minVal, maxVal));\n" +"}\n" +"vec3 clamp (vec3 x, float minVal, float maxVal) {\n" +" return vec3 (clamp (x.x, minVal, maxVal), clamp (x.y, minVal, maxVal),\n" +" clamp (x.z, minVal, maxVal));\n" +"}\n" +"vec4 clamp (vec4 x, float minVal, float maxVal) {\n" +" return vec4 (clamp (x.x, minVal, maxVal), clamp (x.y, minVal, maxVal),\n" +" clamp (x.z, minVal, maxVal), clamp (x.w, minVal, maxVal));\n" +"}\n" +"vec2 clamp (vec2 x, vec2 minVal, vec2 maxVal) {\n" +" return vec2 (clamp (x.x, minVal.x, maxVal.x), clamp (x.y, minVal.y, maxVal.y));\n" +"}\n" +"vec3 clamp (vec3 x, vec3 minVal, vec3 maxVal) {\n" +" return vec3 (clamp (x.x, minVal.x, maxVal.x), clamp (x.y, minVal.y, maxVal.y),\n" +" clamp (x.z, minVal.z, maxVal.z));\n" +"}\n" +"vec4 clamp (vec4 x, vec4 minVal, vec4 maxVal) {\n" +" return vec4 (clamp (x.x, minVal.x, maxVal.y), clamp (x.y, minVal.y, maxVal.y),\n" +" clamp (x.z, minVal.z, maxVal.z), clamp (x.w, minVal.w, maxVal.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float mix (float x, float y, float a) {\n" +" return x * (1.0 - a) + y * a;\n" +"}\n" +"vec2 mix (vec2 x, vec2 y, float a) {\n" +" return vec2 (mix (x.x, y.x, a), mix (x.y, y.y, a));\n" +"}\n" +"vec3 mix (vec3 x, vec3 y, float a) {\n" +" return vec3 (mix (x.x, y.x, a), mix (x.y, y.y, a), mix (x.z, y.z, a));\n" +"}\n" +"vec4 mix (vec4 x, vec4 y, float a) {\n" +" return vec4 (mix (x.x, y.x, a), mix (x.y, y.y, a), mix (x.z, y.z, a), mix (x.w, y.w, a));\n" +"}\n" +"vec2 mix (vec2 x, vec2 y, vec2 a) {\n" +" return vec2 (mix (x.x, y.x, a.x), mix (x.y, y.y, a.y));\n" +"}\n" +"vec3 mix (vec3 x, vec3 y, vec3 a) {\n" +" return vec3 (mix (x.x, y.x, a.x), mix (x.y, y.y, a.y), mix (x.z, y.z, a.z));\n" +"}\n" +"vec4 mix (vec4 x, vec4 y, vec4 a) {\n" +" return vec4 (mix (x.x, y.x, a.x), mix (x.y, y.y, a.y), mix (x.z, y.z, a.z),\n" +" mix (x.w, y.w, a.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float step (float edge, float x) {\n" +" return x < edge ? 0.0 : 1.0;\n" +"}\n" +"vec2 step (float edge, vec2 x) {\n" +" return vec2 (step (edge, x.x), step (edge, x.y));\n" +"}\n" +"vec3 step (float edge, vec3 x) {\n" +" return vec3 (step (edge, x.x), step (edge, x.y), step (edge, x.z));\n" +"}\n" +"vec4 step (float edge, vec4 x) {\n" +" return vec4 (step (edge, x.x), step (edge, x.y), step (edge, x.z), step (edge, x.w));\n" +"}\n" +"vec2 step (vec2 edge, vec2 x) {\n" +" return vec2 (step (edge.x, x.x), step (edge.y, x.y));\n" +"}\n" +"vec3 step (vec3 edge, vec3 x) {\n" +" return vec3 (step (edge.x, x.x), step (edge.y, x.y), step (edge.z, x.z));\n" +"}\n" +"vec4 step (vec4 edge, vec4 x) {\n" +" return vec4 (step (edge.x, x.x), step (edge.y, x.y), step (edge.z, x.z), step (edge.w, x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float smoothstep (float edge0, float edge1, float x) {\n" +" const float t = clamp ((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n" +" return t * t * (3.0 - 2.0 * t);\n" +"}\n" +"vec2 smoothstep (float edge0, float edge1, vec2 x) {\n" +" return vec2 (smoothstep (edge0, edge1, x.x), smoothstep (edge0, edge1, x.y));\n" +"}\n" +"vec3 smoothstep (float edge0, float edge1, vec3 x) {\n" +" return vec3 (smoothstep (edge0, edge1, x.x), smoothstep (edge0, edge1, x.y),\n" +" smoothstep (edge0, edge1, x.z));\n" +"}\n" +"vec4 smoothstep (float edge0, float edge1, vec4 x) {\n" +" return vec4 (smoothstep (edge0, edge1, x.x), smoothstep (edge0, edge1, x.y),\n" +" smoothstep (edge0, edge1, x.z), smoothstep (edge0, edge1, x.w));\n" +"}\n" +"vec2 smoothstep (vec2 edge0, vec2 edge1, vec2 x) {\n" +" return vec2 (smoothstep (edge0.x, edge1.x, x.x), smoothstep (edge0.y, edge1.y, x.y));\n" +"}\n" +"vec3 smoothstep (vec3 edge0, vec3 edge1, vec3 x) {\n" +" return vec3 (smoothstep (edge0.x, edge1.x, x.x), smoothstep (edge0.y, edge1.y, x.y),\n" +" smoothstep (edge0.z, edge1.z, x.z));\n" +"}\n" +"vec4 smoothstep (vec4 edge0, vec4 edge1, vec4 x) {\n" +" return vec4 (smoothstep (edge0.x, edge1.x, x.x), smoothstep (edge0.y, edge1.y, x.y),\n" +" smoothstep (edge0.z, edge1.z, x.z), smoothstep (edge0.w, edge1.w, x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float dot (float x, float y) {\n" +" return x * y;\n" +"}\n" +"float dot (vec2 x, vec2 y) {\n" +" return dot (x.x, y.x) + dot (x.y, y.y);\n" +"}\n" +"float dot (vec3 x, vec3 y) {\n" +" return dot (x.x, y.x) + dot (x.y, y.y) + dot (x.z, y.z);\n" +"}\n" +"float dot (vec4 x, vec4 y) {\n" +" return dot (x.x, y.x) + dot (x.y, y.y) + dot (x.z, y.z) + dot (x.w, y.w);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float length (float x) {\n" +" return sqrt (dot (x, x));\n" +"}\n" +"float length (vec2 x) {\n" +" return sqrt (dot (x, x));\n" +"}\n" +"float length (vec3 x) {\n" +" return sqrt (dot (x, x));\n" +"}\n" +"float length (vec4 x) {\n" +" return sqrt (dot (x, x));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float distance (float x, float y) {\n" +" return length (x - y);\n" +"}\n" +"float distance (vec2 x, vec2 y) {\n" +" return length (x - y);\n" +"}\n" +"float distance (vec3 x, vec3 y) {\n" +" return length (x - y);\n" +"}\n" +"float distance (vec4 x, vec4 y) {\n" +" return length (x - y);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec3 cross (vec3 x, vec3 y) {\n" +" return vec3 (x.y * y.z - y.y * x.z, x.z * y.x - y.z * x.x, x.x * y.y - y.x * x.y);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float normalize (float x) {\n" +" return 1.0;\n" +"}\n" +"vec2 normalize (vec2 x) {\n" +" return x / length (x);\n" +"}\n" +"vec3 normalize (vec3 x) {\n" +" return x / length (x);\n" +"}\n" +"vec4 normalize (vec4 x) {\n" +" return x / length (x);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float faceforward (float N, float I, float Nref) {\n" +" return dot (Nref, I) < 0.0 ? N : -N;\n" +"}\n" +"vec2 faceforward (vec2 N, vec2 I, vec2 Nref) {\n" +" return dot (Nref, I) < 0.0 ? N : -N;\n" +"}\n" +"vec3 faceforward (vec3 N, vec3 I, vec3 Nref) {\n" +" return dot (Nref, I) < 0.0 ? N : -N;\n" +"}\n" +"vec4 faceforward (vec4 N, vec4 I, vec4 Nref) {\n" +" return dot (Nref, I) < 0.0 ? N : -N;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float reflect (float I, float N) {\n" +" return I - 2.0 * dot (N, I) * N;\n" +"}\n" +"vec2 reflect (vec2 I, vec2 N) {\n" +" return I - 2.0 * dot (N, I) * N;\n" +"}\n" +"vec3 reflect (vec3 I, vec3 N) {\n" +" return I - 2.0 * dot (N, I) * N;\n" +"}\n" +"vec4 reflect (vec4 I, vec4 N) {\n" +" return I - 2.0 * dot (N, I) * N;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float refract (float I, float N, float eta) {\n" +" const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I));\n" +" if (k < 0.0)\n" +" return 0.0;\n" +" return eta * I - (eta * dot (N, I) + sqrt (k)) * N;\n" +"}\n" +"vec2 refract (vec2 I, vec2 N, float eta) {\n" +" const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I));\n" +" if (k < 0.0)\n" +" return vec2 (0.0);\n" +" return eta * I - (eta * dot (N, I) + sqrt (k)) * N;\n" +"}\n" +"vec3 refract (vec3 I, vec3 N, float eta) {\n" +" const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I));\n" +" if (k < 0.0)\n" +" return vec3 (0.0);\n" +" return eta * I - (eta * dot (N, I) + sqrt (k)) * N;\n" +"}\n" +"vec4 refract (vec4 I, vec4 N, float eta) {\n" +" const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I));\n" +" if (k < 0.0)\n" +" return vec4 (0.0);\n" +" return eta * I - (eta * dot (N, I) + sqrt (k)) * N;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"mat2 matrixCompMult (mat2 x, mat2 y) {\n" +" return mat2 (\n" +" x[0].x * y[0].x, x[0].y * y[0].y,\n" +" x[1].x * y[1].x, x[1].y * y[1].y\n" +" );\n" +"}\n" +"mat3 matrixCompMult (mat3 x, mat3 y) {\n" +" return mat4 (\n" +" x[0].x * y[0].x, x[0].y * y[0].y, x[0].z * y[0].z,\n" +" x[1].x * y[1].x, x[1].y * y[1].y, x[1].z * y[1].z,\n" +" x[2].x * y[2].x, x[2].y * y[2].y, x[2].z * y[2].z\n" +" );\n" +"}\n" +"mat4 matrixCompMult (mat4 x, mat4 y) {\n" +" return mat4 (\n" +" x[0].x * y[0].x, x[0].y * y[0].y, x[0].z * y[0].z + x[0].w * y[0].w,\n" +" x[1].x * y[1].x, x[1].y * y[1].y, x[1].z * y[1].z + x[1].w * y[1].w,\n" +" x[2].x * y[2].x, x[2].y * y[2].y, x[2].z * y[2].z + x[2].w * y[2].w,\n" +" x[3].x * y[3].x, x[3].y * y[3].y, x[3].z * y[3].z + x[3].w * y[3].w\n" +" );\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bvec2 lessThan (vec2 x, vec2 y) {\n" +" return bvec2 (x.x < y.x, x.y < y.y);\n" +"}\n" +"bvec3 lessThan (vec3 x, vec3 y) {\n" +" return bvec3 (x.x < y.x, x.y < y.y, x.z < y.z);\n" +"}\n" +"bvec4 lessThan (vec4 x, vec4 y) {\n" +" return bvec4 (x.x < y.x, x.y < y.y, x.z < y.z, x.w < y.w);\n" +"}\n" +"bvec2 lessThan (ivec2 x, ivec2 y) {\n" +" return bvec2 (x.x < y.x, x.y < y.y);\n" +"}\n" +"bvec3 lessThan (ivec3 x, ivec3 y) {\n" +" return bvec3 (x.x < y.x, x.y < y.y, x.z < y.z);\n" +"}\n" +"bvec4 lessThan (ivec4 x, ivec4 y) {\n" +" return bvec4 (x.x < y.x, x.y < y.y, x.z < y.z, x.w < y.w);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bvec2 lessThanEqual (vec2 x, vec2 y) {\n" +" return bvec2 (x.x <= y.x, x.y <= y.y);\n" +"}\n" +"bvec3 lessThanEqual (vec3 x, vec3 y) {\n" +" return bvec3 (x.x <= y.x, x.y <= y.y, x.z <= y.z);\n" +"}\n" +"bvec4 lessThanEqual (vec4 x, vec4 y) {\n" +" return bvec4 (x.x <= y.x, x.y <= y.y, x.z <= y.z, x.w <= y.w);\n" +"}\n" +"bvec2 lessThanEqual (ivec2 x, ivec2 y) {\n" +" return bvec2 (x.x <= y.x, x.y <= y.y);\n" +"}\n" +"bvec3 lessThanEqual (ivec3 x, ivec3 y) {\n" +" return bvec3 (x.x <= y.x, x.y <= y.y, x.z <= y.z);\n" +"}\n" +"bvec4 lessThanEqual (ivec4 x, ivec4 y) {\n" +" return bvec4 (x.x <= y.x, x.y <= y.y, x.z <= y.z, x.w <= y.w);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bvec2 greaterThan (vec2 x, vec2 y) {\n" +" return bvec2 (x.x > y.x, x.y > y.y);\n" +"}\n" +"bvec3 greaterThan (vec3 x, vec3 y) {\n" +" return bvec3 (x.x > y.x, x.y > y.y, x.z > y.z);\n" +"}\n" +"bvec4 greaterThan (vec4 x, vec4 y) {\n" +" return bvec4 (x.x > y.x, x.y > y.y, x.z > y.z, x.w > y.w);\n" +"}\n" +"bvec2 greaterThan (ivec2 x, ivec2 y) {\n" +" return bvec2 (x.x > y.x, x.y > y.y);\n" +"}\n" +"bvec3 greaterThan (ivec3 x, ivec3 y) {\n" +" return bvec3 (x.x > y.x, x.y > y.y, x.z > y.z);\n" +"}\n" +"bvec4 greaterThan (ivec4 x, ivec4 y) {\n" +" return bvec4 (x.x > y.x, x.y > y.y, x.z > y.z, x.w > y.w);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bvec2 greaterThanEqual (vec2 x, vec2 y) {\n" +" return bvec2 (x.x >= y.x, x.y >= y.y);\n" +"}\n" +"bvec3 greaterThanEqual (vec3 x, vec3 y) {\n" +" return bvec3 (x.x >= y.x, x.y >= y.y, x.z >= y.z);\n" +"}\n" +"bvec4 greaterThanEqual (vec4 x, vec4 y) {\n" +" return bvec4 (x.x >= y.x, x.y >= y.y, x.z >= y.z, x.w >= y.w);\n" +"}\n" +"bvec2 greaterThanEqual (ivec2 x, ivec2 y) {\n" +" return bvec2 (x.x >= y.x, x.y >= y.y);\n" +"}\n" +"bvec3 greaterThanEqual (ivec3 x, ivec3 y) {\n" +" return bvec3 (x.x >= y.x, x.y >= y.y, x.z >= y.z);\n" +"}\n" +"bvec4 greaterThanEqual (ivec4 x, ivec4 y) {\n" +" return bvec4 (x.x >= y.x, x.y >= y.y, x.z >= y.z, x.w >= y.w);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bvec2 equal (vec2 x, vec2 y) {\n" +" return bvec2 (x.x == y.x, x.y == y.y);\n" +"}\n" +"bvec3 equal (vec3 x, vec3 y) {\n" +" return bvec3 (x.x == y.x, x.y == y.y, x.z == y.z);\n" +"}\n" +"bvec4 equal (vec4 x, vec4 y) {\n" +" return bvec4 (x.x == y.x, x.y == y.y, x.z == y.z, x.w == y.w);\n" +"}\n" +"bvec2 equal (ivec2 x, ivec2 y) {\n" +" return bvec2 (x.x == y.x, x.y == y.y);\n" +"}\n" +"bvec3 equal (ivec3 x, ivec3 y) {\n" +" return bvec3 (x.x == y.x, x.y == y.y, x.z == y.z);\n" +"}\n" +"bvec4 equal (ivec4 x, ivec4 y) {\n" +" return bvec4 (x.x == y.x, x.y == y.y, x.z == y.z, x.w == y.w);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bvec2 notEqual (vec2 x, vec2 y) {\n" +" return bvec2 (x.x != y.x, x.y != y.y);\n" +"}\n" +"bvec3 notEqual (vec3 x, vec3 y) {\n" +" return bvec3 (x.x != y.x, x.y != y.y, x.z != y.z);\n" +"}\n" +"bvec4 notEqual (vec4 x, vec4 y) {\n" +" return bvec4 (x.x != y.x, x.y != y.y, x.z != y.z, x.w != y.w);\n" +"}\n" +"bvec2 notEqual (ivec2 x, ivec2 y) {\n" +" return bvec2 (x.x != y.x, x.y != y.y);\n" +"}\n" +"bvec3 notEqual (ivec3 x, ivec3 y) {\n" +" return bvec3 (x.x != y.x, x.y != y.y, x.z != y.z);\n" +"}\n" +"bvec4 notEqual (ivec4 x, ivec4 y) {\n" +" return bvec4 (x.x != y.x, x.y != y.y, x.z != y.z, x.w != y.w);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bool any (bvec2 x) {\n" +" return x.x || x.y;\n" +"}\n" +"bool any (bvec3 x) {\n" +" return x.x || x.y || x.z;\n" +"}\n" +"bool any (bvec4 x) {\n" +" return x.x || x.y || x.z || x.w;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bool all (bvec2 x) {\n" +" return x.x && x.y;\n" +"}\n" +"bool all (bvec3 x) {\n" +" return x.x && x.y && x.z;\n" +"}\n" +"bool all (bvec4 x) {\n" +" return x.x && x.y && x.z && x.w;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bvec2 not (bvec2 x) {\n" +" return bvec2 (!x.x, !x.y);\n" +"}\n" +"bvec3 not (bvec3 x) {\n" +" return bvec3 (!x.x, !x.y, !x.z);\n" +"}\n" +"bvec4 not (bvec4 x) {\n" +" return bvec4 (!x.x, !x.y, !x.z, !x.w);\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" +"vec4 texture1D (sampler1D sampler, float coord) {\n" +" return vec4 (0.0);\n" +"}\n" +"vec4 texture1DProj (sampler1D sampler, vec2 coord) {\n" +" return texture1D (sampler, coord.s / coord.t);\n" +"}\n" +"vec4 texture1DProj (sampler1D sampler, vec4 coord) {\n" +" return texture1D (sampler, coord.s / coord.q);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec4 texture2D (sampler2D sampler, vec2 coord) {\n" +" return vec4 (0.0);\n" +"}\n" +"vec4 texture2DProj (sampler2D sampler, vec3 coord) {\n" +" return texture2D (sampler, vec2 (coord.s / coord.p, coord.t / coord.p));\n" +"}\n" +"vec4 texture2DProj (sampler2D sampler, vec4 coord) {\n" +" return texture2D (sampler, vec2 (coord.s / coord.q, coord.t / coord.q));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec4 texture3D (sampler3D sampler, vec3 coord) {\n" +" return vec4 (0.0);\n" +"}\n" +"vec4 texture3DProj (sampler3D sampler, vec4 coord) {\n" +" return texture3D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec4 textureCube (samplerCube sampler, vec3 coord) {\n" +" return vec4 (0.0);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec4 shadow1D (sampler1DShadow sampler, vec3 coord) {\n" +" return vec4 (0.0);\n" +"}\n" +"\n" +"vec4 shadow2D (sampler2DShadow sampler, vec3 coord) {\n" +" return vec4 (0.0);\n" +"}\n" +"vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord) {\n" +" return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q));\n" +"}\n" +"vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord) {\n" +" return shadow2D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q));\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" +"float noise1 (float x) {\n" +" return 0.0;\n" +"}\n" +"\n" +"float noise1 (vec2 x) {\n" +" return 0.0;\n" +"}\n" +"\n" +"float noise1 (vec3 x) {\n" +" return 0.0;\n" +"}\n" +"\n" +"float noise1 (vec4 x) {\n" +" return 0.0;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec2 noise2 (float x) {\n" +" return vec2 (0.0);\n" +"}\n" +"\n" +"vec2 noise2 (vec2 x) {\n" +" return vec2 (0.0);\n" +"}\n" +"\n" +"vec2 noise2 (vec3 x) {\n" +" return vec2 (0.0);\n" +"}\n" +"\n" +"vec2 noise2 (vec4 x) {\n" +" return vec2 (0.0);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec3 noise3 (float x) {\n" +" return vec3 (0.0);\n" +"}\n" +"\n" +"vec3 noise3 (vec2 x) {\n" +" return vec3 (0.0);\n" +"}\n" +"\n" +"vec3 noise3 (vec3 x) {\n" +" return vec3 (0.0);\n" +"}\n" +"\n" +"vec3 noise3 (vec4 x) {\n" +" return vec3 (0.0);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec4 noise4 (float x) {\n" +" return vec4 (0.0);\n" +"}\n" +"\n" +"vec4 noise4 (vec2 x) {\n" +" return vec4 (0.0);\n" +"}\n" +"\n" +"vec4 noise4 (vec3 x) {\n" +" return vec4 (0.0);\n" +"}\n" +"\n" +"vec4 noise4 (vec4 x) {\n" +" return vec4 (0.0);\n" +"}\n" +"\n" |