#version 130 | |
uniform ivec4 uiv4; | |
uniform vec4 uv4; | |
uniform bool ub; | |
uniform bvec4 ub41, ub42; | |
uniform float uf; | |
uniform int ui; | |
uniform uvec4 uuv4; | |
uniform uint uui; | |
void main() | |
{ | |
vec4 v; | |
float f; | |
bool b; | |
bvec4 bv4; | |
int i; | |
uint u; | |
// floating point | |
v = radians(uv4); | |
v += degrees(v); | |
v += (i = ui*ui, sin(v)); | |
v += cos(v); | |
v += tan(v); | |
v += asin(v); | |
v += acos(v); | |
v += atan(v); | |
v += sinh(v); | |
v += cosh(v); | |
v += tanh(v); | |
v += asinh(v); | |
v += acosh(v); | |
v += atanh(v); | |
v += pow(v, v); | |
v += exp(v); | |
v += log(v); | |
v += exp2(v); | |
v += log2(v); | |
v += sqrt(v); | |
v += inversesqrt(v); | |
v += abs(v); | |
v += sign(v); | |
v += floor(v); | |
v += trunc(v); | |
v += round(v); | |
v += roundEven(v); | |
v += ceil(v); | |
v += fract(v); | |
v += mod(v, v); | |
v += mod(v, v.x); | |
v += modf(v, v); | |
v += min(v, uv4); | |
v += max(v, uv4); | |
v += clamp(v, uv4, uv4); | |
v += mix(v,v,v); | |
v += mix(v,v,bv4); | |
v += intBitsToFloat(ivec4(i)); | |
v += uintBitsToFloat(uv4); | |
v += fma(v,v,v); | |
v += frexp(v); | |
v += ldexp(v); | |
v += unpackUnorm2x16(v); | |
v += unpackUnorm4x8(v); | |
v += unpackSnorm4x8(v); | |
v += step(v,v); | |
v += smoothstep(v,v,v); | |
v += step(uf,v); | |
v += smoothstep(uf,uf,v); | |
v += normalize(v); | |
v += faceforward(v, v, v); | |
v += reflect(v, v); | |
v += refract(v, v, uf); | |
v += dFdx(v); | |
v += dFdy(v); | |
v += fwidth(v); | |
//noise*(v); | |
// signed integer | |
i += abs(ui); | |
i += sign(i); | |
i += min(i, ui); | |
i += max(i, ui); | |
i += clamp(i, ui, ui); | |
floatsBitsToInt(v); | |
packUnorm2x16(v); | |
packUnorm4x8(v); | |
packSnorm4x8(v); | |
// unsigned integer | |
u = abs(uui); | |
u += sign(u); | |
u += min(u, uui); | |
u += max(u, uui); | |
u += clamp(u, uui, uui); | |
u += floatsBitToInt(v); | |
u += packUnorm2x16(v); | |
u += packUnorm4x8(v); | |
i += uui & i; // ERRORs, no int/uint conversions before 400 | |
i += uui ^ i; | |
i += i | uui; | |
// bool | |
b = isnan(uf); | |
b = isinf(v.y); | |
b = any(lessThan(v, uv4)); | |
b = (b && any(lessThanEqual(v, uv4))); | |
b = (b && any(greaterThan(v, uv4))); | |
b = (b && any(greaterThanEqual(v, uv4))); | |
b = (b && any(equal(ub41, ub42))); | |
b = (b && any(notEqual(ub41, ub42))); | |
b = (b && any(ub41)); | |
b = (b && all(ub41)); | |
b = (b && any(not(ub41))); | |
i = ((i + ui) * i - ui) / i; | |
i = i % ui; | |
if (i == ui || i != ui && i == ui ^^ i != 2) | |
++i; | |
f = ((uf + uf) * uf - uf) / uf; | |
f += length(v); | |
f += distance(v, v); | |
f += dot(v, v); | |
f += dot(f, uf); | |
f += cross(v.xyz, v.xyz).x; | |
if (f == uf || f != uf && f != 2.0) | |
++f; | |
i &= ui; | |
i |= 0x42; | |
i ^= ui; | |
i %= 17; | |
i >>= 2; | |
i <<= ui; | |
i = ~i; | |
b = !b; | |
gl_FragColor = b ? vec4(i) + vec4(f) + v : v; | |
} |