#version 450 flat in ivec4 uiv4; in vec4 uv4; bool ub; bvec4 ub41, ub42; in float uf; flat in int ui; flat in uvec4 uuv4; flat in uint uui; out vec4 FragColor; 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 += modf(v, v.yzxw); v += min(v, uv4); v += max(v, uv4); v += clamp(v, uv4, uv4); v += mix(v,v,v); v += mix(v,v,ub41); v += mix(v,v,f); //spv v += intBitsToFloat(ui); // v += uintBitsToFloat(uui); // i += floatBitsToInt(f); // u += floatBitsToUint(f); v += fma(v, uv4, 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); // signed integer i += abs(ui); i += sign(i); i += min(i, ui); i += max(i, ui); i += clamp(i, ui, ui); // unsigned integer u += min(u, uui); u += max(u, uui); u += clamp(u, uui, uui); // multiple out operands uvec4 msb; uvec4 lsb; umulExtended(uuv4.xyz, uuv4.xyz, msb.xyz, lsb.xyz); u += msb.x + msb.y + msb.z; u += lsb.x + lsb.y + lsb.z; //// bool b = isnan(uf); b = isinf(f); 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; FragColor = b ? vec4(i) + vec4(f) + v : v; mat4 m1 = mat4(1.0), m2 = mat4(0.0); FragColor += (b ? m1 : m2)[1]; }