virtualx-engine/drivers/gles2/shaders/stdlib.glsl

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vec2 select2(vec2 a, vec2 b, bvec2 c) {
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vec2 ret;
ret.x = c.x ? b.x : a.x;
ret.y = c.y ? b.y : a.y;
return ret;
}
vec3 select3(vec3 a, vec3 b, bvec3 c) {
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vec3 ret;
ret.x = c.x ? b.x : a.x;
ret.y = c.y ? b.y : a.y;
ret.z = c.z ? b.z : a.z;
return ret;
}
vec4 select4(vec4 a, vec4 b, bvec4 c) {
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vec4 ret;
ret.x = c.x ? b.x : a.x;
ret.y = c.y ? b.y : a.y;
ret.z = c.z ? b.z : a.z;
ret.w = c.w ? b.w : a.w;
return ret;
}
highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord) {
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float x_coord = float(2 * coord.x + 1) / float(size.x * 2);
float y_coord = float(2 * coord.y + 1) / float(size.y * 2);
return texture2DLod(tex, vec2(x_coord, y_coord), 0.0);
}
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#if defined(SINH_USED)
highp float sinh(highp float x) {
return 0.5 * (exp(x) - exp(-x));
}
highp vec2 sinh(highp vec2 x) {
return 0.5 * vec2(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y));
}
highp vec3 sinh(highp vec3 x) {
return 0.5 * vec3(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y), exp(x.z) - exp(-x.z));
}
highp vec4 sinh(highp vec4 x) {
return 0.5 * vec4(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y), exp(x.z) - exp(-x.z), exp(x.w) - exp(-x.w));
}
#endif
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#if defined(COSH_USED)
highp float cosh(highp float x) {
return 0.5 * (exp(x) + exp(-x));
}
highp vec2 cosh(highp vec2 x) {
return 0.5 * vec2(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y));
}
highp vec3 cosh(highp vec3 x) {
return 0.5 * vec3(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y), exp(x.z) + exp(-x.z));
}
highp vec4 cosh(highp vec4 x) {
return 0.5 * vec4(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y), exp(x.z) + exp(-x.z), exp(x.w) + exp(-x.w));
}
#endif
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#if defined(TANH_USED)
highp float tanh(highp float x) {
highp float exp2x = exp(2.0 * x);
return (exp2x - 1.0) / (exp2x + 1.0);
}
highp vec2 tanh(highp vec2 x) {
highp float exp2x = exp(2.0 * x.x);
highp float exp2y = exp(2.0 * x.y);
return vec2((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0));
}
highp vec3 tanh(highp vec3 x) {
highp float exp2x = exp(2.0 * x.x);
highp float exp2y = exp(2.0 * x.y);
highp float exp2z = exp(2.0 * x.z);
return vec3((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0), (exp2z - 1.0) / (exp2z + 1.0));
}
highp vec4 tanh(highp vec4 x) {
highp float exp2x = exp(2.0 * x.x);
highp float exp2y = exp(2.0 * x.y);
highp float exp2z = exp(2.0 * x.z);
highp float exp2w = exp(2.0 * x.w);
return vec4((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0), (exp2z - 1.0) / (exp2z + 1.0), (exp2w - 1.0) / (exp2w + 1.0));
}
#endif
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#if defined(ASINH_USED)
highp float asinh(highp float x) {
return sign(x) * log(abs(x) + sqrt(1.0 + x * x));
}
highp vec2 asinh(highp vec2 x) {
return vec2(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)));
}
highp vec3 asinh(highp vec3 x) {
return vec3(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)), sign(x.z) * log(abs(x.z) + sqrt(1.0 + x.z * x.z)));
}
highp vec4 asinh(highp vec4 x) {
return vec4(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)), sign(x.z) * log(abs(x.z) + sqrt(1.0 + x.z * x.z)), sign(x.w) * log(abs(x.w) + sqrt(1.0 + x.w * x.w)));
}
#endif
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#if defined(ACOSH_USED)
highp float acosh(highp float x) {
return log(x + sqrt(x * x - 1.0));
}
highp vec2 acosh(highp vec2 x) {
return vec2(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)));
}
highp vec3 acosh(highp vec3 x) {
return vec3(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)), log(x.z + sqrt(x.z * x.z - 1.0)));
}
highp vec4 acosh(highp vec4 x) {
return vec4(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)), log(x.z + sqrt(x.z * x.z - 1.0)), log(x.w + sqrt(x.w * x.w - 1.0)));
}
#endif
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#if defined(ATANH_USED)
highp float atanh(highp float x) {
return 0.5 * log((1.0 + x) / (1.0 - x));
}
highp vec2 atanh(highp vec2 x) {
return 0.5 * vec2(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)));
}
highp vec3 atanh(highp vec3 x) {
return 0.5 * vec3(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)), log((1.0 + x.z) / (1.0 - x.z)));
}
highp vec4 atanh(highp vec4 x) {
return 0.5 * vec4(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)), log((1.0 + x.z) / (1.0 - x.z)), log((1.0 + x.w) / (1.0 - x.w)));
}
#endif
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#if defined(ROUND_USED)
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highp float round(highp float x) {
return floor(x + 0.5);
}
highp vec2 round(highp vec2 x) {
return floor(x + vec2(0.5));
}
highp vec3 round(highp vec3 x) {
return floor(x + vec3(0.5));
}
highp vec4 round(highp vec4 x) {
return floor(x + vec4(0.5));
}
#endif
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#if defined(ROUND_EVEN_USED)
highp float roundEven(highp float x) {
highp float t = x + 0.5;
highp float f = floor(t);
highp float r;
if (t == f) {
if (x > 0)
r = f - mod(f, 2);
else
r = f + mod(f, 2);
} else
r = f;
return r;
}
highp vec2 roundEven(highp vec2 x) {
return vec2(roundEven(x.x), roundEven(x.y));
}
highp vec3 roundEven(highp vec3 x) {
return vec3(roundEven(x.x), roundEven(x.y), roundEven(x.z));
}
highp vec4 roundEven(highp vec4 x) {
return vec4(roundEven(x.x), roundEven(x.y), roundEven(x.z), roundEven(x.w));
}
#endif
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#if defined(IS_INF_USED)
bool isinf(highp float x) {
return (2 * x == x) && (x != 0);
}
bvec2 isinf(highp vec2 x) {
return bvec2((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0));
}
bvec3 isinf(highp vec3 x) {
return bvec3((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0), (2 * x.z == x.z) && (x.z != 0));
}
bvec4 isinf(highp vec4 x) {
return bvec4((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0), (2 * x.z == x.z) && (x.z != 0), (2 * x.w == x.w) && (x.w != 0));
}
#endif
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#if defined(IS_NAN_USED)
bool isnan(highp float x) {
return x != x;
}
bvec2 isnan(highp vec2 x) {
return bvec2(x.x != x.x, x.y != x.y);
}
bvec3 isnan(highp vec3 x) {
return bvec3(x.x != x.x, x.y != x.y, x.z != x.z);
}
bvec4 isnan(highp vec4 x) {
return bvec4(x.x != x.x, x.y != x.y, x.z != x.z, x.w != x.w);
}
#endif
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#if defined(TRUNC_USED)
highp float trunc(highp float x) {
return x < 0.0 ? -floor(-x) : floor(x);
}
highp vec2 trunc(highp vec2 x) {
return vec2(x.x < 0.0 ? -floor(-x.x) : floor(x.x), x.y < 0.0 ? -floor(-x.y) : floor(x.y));
}
highp vec3 trunc(highp vec3 x) {
return vec3(x.x < 0.0 ? -floor(-x.x) : floor(x.x), x.y < 0.0 ? -floor(-x.y) : floor(x.y), x.z < 0.0 ? -floor(-x.z) : floor(x.z));
}
highp vec4 trunc(highp vec4 x) {
return vec4(x.x < 0.0 ? -floor(-x.x) : floor(x.x), x.y < 0.0 ? -floor(-x.y) : floor(x.y), x.z < 0.0 ? -floor(-x.z) : floor(x.z), x.w < 0.0 ? -floor(-x.w) : floor(x.w));
}
#endif
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#if defined(DETERMINANT_USED)
highp float determinant(highp mat2 m) {
return m[0].x * m[1].y - m[1].x * m[0].y;
}
highp float determinant(highp mat3 m) {
return m[0].x * (m[1].y * m[2].z - m[2].y * m[1].z) - m[1].x * (m[0].y * m[2].z - m[2].y * m[0].z) + m[2].x * (m[0].y * m[1].z - m[1].y * m[0].z);
}
highp float determinant(highp mat4 m) {
highp float s00 = m[2].z * m[3].w - m[3].z * m[2].w;
highp float s01 = m[2].y * m[3].w - m[3].y * m[2].w;
highp float s02 = m[2].y * m[3].z - m[3].y * m[2].z;
highp float s03 = m[2].x * m[3].w - m[3].x * m[2].w;
highp float s04 = m[2].x * m[3].z - m[3].x * m[2].z;
highp float s05 = m[2].x * m[3].y - m[3].x * m[2].y;
highp vec4 c = vec4((m[1].y * s00 - m[1].z * s01 + m[1].w * s02), -(m[1].x * s00 - m[1].z * s03 + m[1].w * s04), (m[1].x * s01 - m[1].y * s03 + m[1].w * s05), -(m[1].x * s02 - m[1].y * s04 + m[1].z * s05));
return m[0].x * c.x + m[0].y * c.y + m[0].z * c.z + m[0].w * c.w;
}
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#endif
#if defined(INVERSE_USED)
highp mat2 inverse(highp mat2 m) {
highp float d = 1.0 / (m[0].x * m[1].y - m[1].x * m[0].y);
return mat2(
vec2(m[1].y * d, -m[0].y * d),
vec2(-m[1].x * d, m[0].x * d));
}
highp mat3 inverse(highp mat3 m) {
highp float c01 = m[2].z * m[1].y - m[1].z * m[2].y;
highp float c11 = -m[2].z * m[1].x + m[1].z * m[2].x;
highp float c21 = m[2].y * m[1].x - m[1].y * m[2].x;
highp float d = 1.0 / (m[0].x * c01 + m[0].y * c11 + m[0].z * c21);
return mat3(c01, (-m[2].z * m[0].y + m[0].z * m[2].y), (m[1].z * m[0].y - m[0].z * m[1].y),
c11, (m[2].z * m[0].x - m[0].z * m[2].x), (-m[1].z * m[0].x + m[0].z * m[1].x),
c21, (-m[2].y * m[0].x + m[0].y * m[2].x), (m[1].y * m[0].x - m[0].y * m[1].x)) *
d;
}
highp mat4 inverse(highp mat4 m) {
highp float c00 = m[2].z * m[3].w - m[3].z * m[2].w;
highp float c02 = m[1].z * m[3].w - m[3].z * m[1].w;
highp float c03 = m[1].z * m[2].w - m[2].z * m[1].w;
highp float c04 = m[2].y * m[3].w - m[3].y * m[2].w;
highp float c06 = m[1].y * m[3].w - m[3].y * m[1].w;
highp float c07 = m[1].y * m[2].w - m[2].y * m[1].w;
highp float c08 = m[2].y * m[3].z - m[3].y * m[2].z;
highp float c10 = m[1].y * m[3].z - m[3].y * m[1].z;
highp float c11 = m[1].y * m[2].z - m[2].y * m[1].z;
highp float c12 = m[2].x * m[3].w - m[3].x * m[2].w;
highp float c14 = m[1].x * m[3].w - m[3].x * m[1].w;
highp float c15 = m[1].x * m[2].w - m[2].x * m[1].w;
highp float c16 = m[2].x * m[3].z - m[3].x * m[2].z;
highp float c18 = m[1].x * m[3].z - m[3].x * m[1].z;
highp float c19 = m[1].x * m[2].z - m[2].x * m[1].z;
highp float c20 = m[2].x * m[3].y - m[3].x * m[2].y;
highp float c22 = m[1].x * m[3].y - m[3].x * m[1].y;
highp float c23 = m[1].x * m[2].y - m[2].x * m[1].y;
vec4 f0 = vec4(c00, c00, c02, c03);
vec4 f1 = vec4(c04, c04, c06, c07);
vec4 f2 = vec4(c08, c08, c10, c11);
vec4 f3 = vec4(c12, c12, c14, c15);
vec4 f4 = vec4(c16, c16, c18, c19);
vec4 f5 = vec4(c20, c20, c22, c23);
vec4 v0 = vec4(m[1].x, m[0].x, m[0].x, m[0].x);
vec4 v1 = vec4(m[1].y, m[0].y, m[0].y, m[0].y);
vec4 v2 = vec4(m[1].z, m[0].z, m[0].z, m[0].z);
vec4 v3 = vec4(m[1].w, m[0].w, m[0].w, m[0].w);
vec4 inv0 = vec4(v1 * f0 - v2 * f1 + v3 * f2);
vec4 inv1 = vec4(v0 * f0 - v2 * f3 + v3 * f4);
vec4 inv2 = vec4(v0 * f1 - v1 * f3 + v3 * f5);
vec4 inv3 = vec4(v0 * f2 - v1 * f4 + v2 * f5);
vec4 sa = vec4(+1, -1, +1, -1);
vec4 sb = vec4(-1, +1, -1, +1);
mat4 inv = mat4(inv0 * sa, inv1 * sb, inv2 * sa, inv3 * sb);
vec4 r0 = vec4(inv[0].x, inv[1].x, inv[2].x, inv[3].x);
vec4 d0 = vec4(m[0] * r0);
highp float d1 = (d0.x + d0.y) + (d0.z + d0.w);
highp float d = 1.0 / d1;
return inv * d;
}
#endif
#ifndef USE_GLES_OVER_GL
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#if defined(TRANSPOSE_USED)
highp mat2 transpose(highp mat2 m) {
return mat2(
vec2(m[0].x, m[1].x),
vec2(m[0].y, m[1].y));
}
highp mat3 transpose(highp mat3 m) {
return mat3(
vec3(m[0].x, m[1].x, m[2].x),
vec3(m[0].y, m[1].y, m[2].y),
vec3(m[0].z, m[1].z, m[2].z));
}
#endif
highp mat4 transpose(highp mat4 m) {
return mat4(
vec4(m[0].x, m[1].x, m[2].x, m[3].x),
vec4(m[0].y, m[1].y, m[2].y, m[3].y),
vec4(m[0].z, m[1].z, m[2].z, m[3].z),
vec4(m[0].w, m[1].w, m[2].w, m[3].w));
}
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#if defined(OUTER_PRODUCT_USED)
highp mat2 outerProduct(highp vec2 c, highp vec2 r) {
return mat2(c * r.x, c * r.y);
}
highp mat3 outerProduct(highp vec3 c, highp vec3 r) {
return mat3(c * r.x, c * r.y, c * r.z);
}
highp mat4 outerProduct(highp vec4 c, highp vec4 r) {
return mat4(c * r.x, c * r.y, c * r.z, c * r.w);
}
#endif
#endif