6 uniform bvec4 ub41, ub42;
\r
29 v += (i = ui*ui, sin(v));
\r
49 v += inversesqrt(v);
\r
71 v += clamp(v, uv4, uv4);
\r
76 v += intBitsToFloat(ivec4(i));
\r
77 v += uintBitsToFloat(uv4);
\r
81 v += unpackUnorm2x16(v);
\r
82 v += unpackUnorm4x8(v);
\r
83 v += unpackSnorm4x8(v);
\r
87 v += smoothstep(v,v,v);
\r
89 v += smoothstep(uf,uf,v);
\r
91 v += faceforward(v, v, v);
\r
93 v += refract(v, v, uf);
\r
105 i += clamp(i, ui, ui);
\r
107 floatsBitsToInt(v);
\r
112 // unsigned integer
\r
117 u += clamp(u, uui, uui);
\r
118 u += floatsBitToInt(v);
\r
119 u += packUnorm2x16(v);
\r
120 u += packUnorm4x8(v);
\r
121 i += uui & i; // ERRORs, no int/uint conversions before 400
\r
130 b = any(lessThan(v, uv4));
\r
131 b = (b && any(lessThanEqual(v, uv4)));
\r
132 b = (b && any(greaterThan(v, uv4)));
\r
133 b = (b && any(greaterThanEqual(v, uv4)));
\r
134 b = (b && any(equal(ub41, ub42)));
\r
135 b = (b && any(notEqual(ub41, ub42)));
\r
136 b = (b && any(ub41));
\r
137 b = (b && all(ub41));
\r
138 b = (b && any(not(ub41)));
\r
140 i = ((i + ui) * i - ui) / i;
\r
142 if (i == ui || i != ui && i == ui ^^ i != 2)
\r
145 f = ((uf + uf) * uf - uf) / uf;
\r
148 f += distance(v, v);
\r
151 f += cross(v.xyz, v.xyz).x;
\r
153 if (f == uf || f != uf && f != 2.0)
\r
165 gl_FragColor = b ? vec4(i) + vec4(f) + v : v;
\r