float radians(const float deg)
{
const float c = 3.1415926 / 180.0;
- __asm vec4_multiply __retVal.x, deg, c;
+ __asm vec4_multiply __retVal, deg, c;
}
vec2 radians(const vec2 deg)
float degrees(const float rad)
{
const float c = 180.0 / 3.1415926;
- __asm vec4_multiply __retVal.x, rad, c;
+ __asm vec4_multiply __retVal, rad, c;
}
vec2 degrees(const vec2 rad)
float sin(const float radians)
{
- __asm float_sine __retVal.x, radians;
+ __asm float_sine __retVal, radians;
}
vec2 sin(const vec2 radians)
float cos(const float radians)
{
- __asm float_cosine __retVal.x, radians;
+ __asm float_cosine __retVal, radians;
}
vec2 cos(const vec2 radians)
float pow(const float a, const float b)
{
- __asm float_power __retVal.x, a, b;
+ __asm float_power __retVal, a, b;
}
vec2 pow(const vec2 a, const vec2 b)
float log2(const float x)
{
- __asm float_log2 __retVal.x, x;
+ __asm float_log2 __retVal, x;
}
vec2 log2(const vec2 v)
float exp2(const float a)
{
- __asm float_exp2 __retVal.x, a;
+ __asm float_exp2 __retVal, a;
}
vec2 exp2(const vec2 a)
{
float r;
__asm float_rsq r, x;
- __asm float_rcp __retVal.x, r;
+ __asm float_rcp __retVal, r;
}
vec2 sqrt(const vec2 v)
float normalize(const float x)
{
- __retVal.x = 1.0;
+ __retVal = 1.0;
}
vec2 normalize(const vec2 v)
{
const float s = inversesqrt(dot(v, v));
- __asm vec4_multiply __retVal.xy, v, s.xx;
+ __asm vec4_multiply __retVal.xy, v, s;
}
vec3 normalize(const vec3 v)
float tmp;
__asm vec3_dot tmp, v, v;
__asm float_rsq tmp, tmp;
- __asm vec4_multiply __retVal.xyz, v, tmp.xxx;
+ __asm vec4_multiply __retVal.xyz, v, tmp;
}
vec4 normalize(const vec4 v)
float tmp;
__asm vec4_dot tmp, v, v;
__asm float_rsq tmp, tmp;
- __asm vec4_multiply __retVal.xyz, v, tmp.xxx;
+ __asm vec4_multiply __retVal.xyz, v, tmp;
}
float abs(const float a)
{
- __asm vec4_abs __retVal.x, a;
+ __asm vec4_abs __retVal, a;
}
vec2 abs(const vec2 a)
float sign(const float x)
{
float p, n;
- __asm vec4_sgt p.x, x, 0.0; // p = (x > 0)
- __asm vec4_sgt n.x, 0.0, x; // n = (x < 0)
- __asm vec4_subtract __retVal.x, p, n; // sign = p - n
+ __asm vec4_sgt p, x, 0.0; // p = (x > 0)
+ __asm vec4_sgt n, 0.0, x; // n = (x < 0)
+ __asm vec4_subtract __retVal, p, n; // sign = p - n
}
vec2 sign(const vec2 v)
float floor(const float a)
{
- __asm vec4_floor __retVal.x, a;
+ __asm vec4_floor __retVal, a;
}
vec2 floor(const vec2 a)
// XXX this could be improved
float b = -a;
__asm vec4_floor b, b;
- __retVal.x = -b;
+ __retVal = -b;
}
vec2 ceil(const vec2 a)
float fract(const float a)
{
- __asm vec4_frac __retVal.x, a;
+ __asm vec4_frac __retVal, a;
}
vec2 fract(const vec2 a)
{
float oneOverB;
__asm float_rcp oneOverB, b;
- __retVal.x = a - b * floor(a * oneOverB);
+ __retVal = a - b * floor(a * oneOverB);
}
vec2 mod(const vec2 a, const float b)
float min(const float a, const float b)
{
- __asm vec4_min __retVal.x, a.x, b.x;
+ __asm vec4_min __retVal, a, b;
}
vec2 min(const vec2 a, const vec2 b)
vec2 min(const vec2 a, const float b)
{
- __asm vec4_min __retVal, a.xy, b.xx;
+ __asm vec4_min __retVal, a.xy, b;
}
vec3 min(const vec3 a, const float b)
{
- __asm vec4_min __retVal, a.xyz, b.xxx;
+ __asm vec4_min __retVal, a.xyz, b;
}
vec4 min(const vec4 a, const float b)
{
- __asm vec4_min __retVal, a, b.xxxx;
+ __asm vec4_min __retVal, a, b;
}
float max(const float a, const float b)
{
- __asm vec4_max __retVal.x, a.x, b.x;
+ __asm vec4_max __retVal, a, b;
}
vec2 max(const vec2 a, const vec2 b)
vec2 max(const vec2 a, const float b)
{
- __asm vec4_max __retVal, a.xy, b.xx;
+ __asm vec4_max __retVal, a.xy, b;
}
vec3 max(const vec3 a, const float b)
{
- __asm vec4_max __retVal, a.xyz, b.xxx;
+ __asm vec4_max __retVal, a.xyz, b;
}
vec4 max(const vec4 a, const float b)
{
- __asm vec4_max __retVal, a, b.xxxx;
+ __asm vec4_max __retVal, a, b;
}
float r;
const float p = dot(v, v); // p = v.x * v.x + v.y * v.y + v.z * v.z
__asm float_rsq r, p; // r = 1 / sqrt(p)
- __asm float_rcp __retVal.x, r; // retVal = 1 / r
+ __asm float_rcp __retVal, r; // retVal = 1 / r
}
float length(const vec4 v)
float r;
const float p = dot(v, v); // p = v.x * v.x + v.y * v.y + ...
__asm float_rsq r, p; // r = 1 / sqrt(p)
- __asm float_rcp __retVal.x, r; // retVal = 1 / r
+ __asm float_rcp __retVal, r; // retVal = 1 / r
}
// this could probably be done better
const float d = dot(Nref, I);
float s;
- __asm vec4_sgt s.x, 0.0, d; // s = (0.0 > d) ? 1 : 0
+ __asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0
return mix(-N, N, s);
}
// this could probably be done better
const float d = dot(Nref, I);
float s;
- __asm vec4_sgt s.x, 0.0, d; // s = (0.0 > d) ? 1 : 0
+ __asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0
return mix(-N, N, s);
}
// this could probably be done better
const float d = dot(Nref, I);
float s;
- __asm vec4_sgt s.x, 0.0, d; // s = (0.0 > d) ? 1 : 0
+ __asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0
return mix(-N, N, s);
}
// this could probably be done better
const float d = dot(Nref, I);
float s;
- __asm vec4_sgt s.x, 0.0, d; // s = (0.0 > d) ? 1 : 0
+ __asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0
return mix(-N, N, s);
}
bool all (const bvec2 v)
{
float prod;
- __asm vec4_multiply prod.x, v.x, v.y;
- __asm vec4_sne __retVal.x, prod.x, 0.0;
- return v.x && v.y;
+ __asm vec4_multiply prod, v.x, v.y;
+ __asm vec4_sne __retVal, prod, 0.0;
}
bool all (const bvec3 v)
{
float prod;
- __asm vec4_multiply prod.x, v.x, v.y;
- __asm vec4_multiply prod.x, prod.x, v.z;
- __asm vec4_sne __retVal.x, prod.x, 0.0;
+ __asm vec4_multiply prod, v.x, v.y;
+ __asm vec4_multiply prod, prod, v.z;
+ __asm vec4_sne __retVal, prod, 0.0;
}
bool all (const bvec4 v)
{
float prod;
- __asm vec4_multiply prod.x, v.x, v.y;
- __asm vec4_multiply prod.x, prod.x, v.z;
- __asm vec4_multiply prod.x, prod.x, v.w;
- __asm vec4_sne __retVal.x, prod.x, 0.0;
+ __asm vec4_multiply prod, v.x, v.y;
+ __asm vec4_multiply prod, prod, v.z;
+ __asm vec4_multiply prod, prod, v.w;
+ __asm vec4_sne __retVal, prod, 0.0;
}