26 v += (i = ui*ui, sin(v));
\r
46 v += inversesqrt(v);
\r
61 v += modf(v, v.yzxw);
\r
65 v += clamp(v, uv4, uv4);
\r
70 //spv v += intBitsToFloat(ui);
\r
71 // v += uintBitsToFloat(uui);
\r
72 // i += floatBitsToInt(f);
\r
73 // u += floatBitsToUint(f);
\r
74 v += fma(v, uv4, v);
\r
77 v += smoothstep(v,v,v);
\r
79 v += smoothstep(uf,uf,v);
\r
81 v += faceforward(v, v, v);
\r
83 v += refract(v, v, uf);
\r
93 i += clamp(i, ui, ui);
\r
98 u += clamp(u, uui, uui);
\r
100 // multiple out operands
\r
103 umulExtended(uuv4.xyz, uuv4.xyz, msb.xyz, lsb.xyz);
\r
104 u += msb.x + msb.y + msb.z;
\r
105 u += lsb.x + lsb.y + lsb.z;
\r
110 b = any(lessThan(v, uv4));
\r
111 b = (b && any(lessThanEqual(v, uv4)));
\r
112 b = (b && any(greaterThan(v, uv4)));
\r
113 b = (b && any(greaterThanEqual(v, uv4)));
\r
114 b = (b && any(equal(ub41, ub42)));
\r
115 b = (b && any(notEqual(ub41, ub42)));
\r
116 b = (b && any(ub41));
\r
117 b = (b && all(ub41));
\r
118 b = (b && any(not(ub41)));
\r
120 i = ((i + ui) * i - ui) / i;
\r
122 if (i == ui || i != ui && i == ui ^^ i != 2)
\r
125 f = ((uf + uf) * uf - uf) / uf;
\r
128 f += distance(v, v);
\r
131 f += cross(v.xyz, v.xyz).x;
\r
133 if (f == uf || f != uf && f != 2.0)
\r
145 FragColor = b ? vec4(i) + vec4(f) + v : v;
\r
147 mat4 m1 = mat4(1.0), m2 = mat4(0.0);
\r
148 FragColor += (b ? m1 : m2)[1];
\r