48 lines
980 B
GLSL
48 lines
980 B
GLSL
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vec2 select2(vec2 a, vec2 b, bvec2 c) {
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vec2 ret;
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ret.x = c.x ? b.x : a.x;
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ret.y = c.y ? b.y : a.y;
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return ret;
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}
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vec3 select3(vec3 a, vec3 b, bvec3 c) {
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vec3 ret;
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ret.x = c.x ? b.x : a.x;
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ret.y = c.y ? b.y : a.y;
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ret.z = c.z ? b.z : a.z;
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return ret;
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}
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vec4 select4(vec4 a, vec4 b, bvec4 c) {
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vec4 ret;
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ret.x = c.x ? b.x : a.x;
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ret.y = c.y ? b.y : a.y;
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ret.z = c.z ? b.z : a.z;
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ret.w = c.w ? b.w : a.w;
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return ret;
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}
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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);
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float y_coord = float(2 * coord.y + 1) / float(size.y * 2);
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return texture2DLod(tex, vec2(x_coord, y_coord), 0.0);
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}
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#ifndef USE_GLES_OVER_GL
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highp mat4 transpose(highp mat4 src) {
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return mat4(
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vec4(src[0].x, src[1].x, src[2].x, src[3].x),
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vec4(src[0].y, src[1].y, src[2].y, src[3].y),
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vec4(src[0].z, src[1].z, src[2].z, src[3].z),
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vec4(src[0].w, src[1].w, src[2].w, src[3].w));
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}
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#endif
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