8c2d38152f
These can't be done after any non-preprocessor token.
50 lines
1.1 KiB
GLSL
50 lines
1.1 KiB
GLSL
// Our GLSL "stdlib"
|
|
// texture2DLod defines *must* be done before including this,
|
|
// but before any non-preprocessor statement.
|
|
|
|
vec2 select2(vec2 a, vec2 b, bvec2 c) {
|
|
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) {
|
|
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) {
|
|
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) {
|
|
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);
|
|
}
|
|
|
|
#ifndef USE_GLES_OVER_GL
|
|
highp mat4 transpose(highp mat4 src) {
|
|
return mat4(
|
|
vec4(src[0].x, src[1].x, src[2].x, src[3].x),
|
|
vec4(src[0].y, src[1].y, src[2].y, src[3].y),
|
|
vec4(src[0].z, src[1].z, src[2].z, src[3].z),
|
|
vec4(src[0].w, src[1].w, src[2].w, src[3].w));
|
|
}
|
|
#endif
|