From ab2c0bed5a0d1b7e55826390a5f98e840edb0463 Mon Sep 17 00:00:00 2001 From: Michal Krol Date: Mon, 11 Oct 2004 15:06:02 +0000 Subject: [PATCH] Prefix operator and constructor keywords with two consequtive underscores ( __ ). This will be more compatible with glslang spec. --- src/mesa/shader/slang_core.gc | 654 +++++++++++++++++++++--------------------- 1 file changed, 327 insertions(+), 327 deletions(-) diff --git a/src/mesa/shader/slang_core.gc b/src/mesa/shader/slang_core.gc index d8b795f..1b69510 100755 --- a/src/mesa/shader/slang_core.gc +++ b/src/mesa/shader/slang_core.gc @@ -24,7 +24,7 @@ // expected to being used rarely, it can be defined in terms of other operators and constructors, // for example: // -// ivec2 operator + (const ivec2 x, const ivec2 y) { +// ivec2 ____operator + (const ivec2 x, const ivec2 y) { // return ivec2 (x[0] + y[0], x[1] + y[1]); // } // @@ -83,7 +83,7 @@ // floating-point value is dropped. // -int constructor (const float _f) { +int __constructor (const float _f) { int _i; __asm float_to_int _i, _f; return _i; @@ -94,11 +94,11 @@ int constructor (const float _f) { // false, and nonzero values are converted to true. // -bool constructor (const int _i) { +bool __constructor (const int _i) { return _i != 0; } -bool constructor (const float _f) { +bool __constructor (const float _f) { return _f != 0.0; } @@ -107,11 +107,11 @@ bool constructor (const float _f) { // 0.0, and true is converted to 1 or 1.0. // -int constructor (const bool _b) { +int __constructor (const bool _b) { return _b ? 1 : 0; } -float constructor (const bool _b) { +float __constructor (const bool _b) { return _b ? 1.0 : 0.0; } @@ -119,7 +119,7 @@ float constructor (const bool _b) { // Int to float constructor. // -float constructor (const int _i) { +float __constructor (const int _i) { float _f; __asm int_to_float _f, _i; return _f; @@ -129,15 +129,15 @@ float constructor (const int _i) { // Identity constructors, like float(float) are also legal, but of little use. // -bool constructor (const bool _b) { +bool __constructor (const bool _b) { return _b; } -int constructor (const int _i) { +int __constructor (const int _i) { return _i; } -float constructor (const float _f) { +float __constructor (const float _f) { return _f; } @@ -165,111 +165,111 @@ float constructor (const float _f) { // the parameters. // -vec2 constructor (const float _f) { +vec2 __constructor (const float _f) { return vec2 (_f, _f); } -vec2 constructor (const int _i) { +vec2 __constructor (const int _i) { return vec2 (_i, _i); } -vec2 constructor (const bool _b) { +vec2 __constructor (const bool _b) { return vec2 (_b, _b); } -vec3 constructor (const float _f) { +vec3 __constructor (const float _f) { return vec3 (_f, _f, _f); } -vec3 constructor (const int _i) { +vec3 __constructor (const int _i) { return vec3 (_i, _i, _i); } -vec3 constructor (const bool _b) { +vec3 __constructor (const bool _b) { return vec3 (_b, _b, _b); } -vec4 constructor (const float _f) { +vec4 __constructor (const float _f) { return vec4 (_f, _f, _f, _f); } -vec4 constructor (const int _i) { +vec4 __constructor (const int _i) { return vec4 (_i, _i, _i, _i); } -vec4 constructor (const bool _b) { +vec4 __constructor (const bool _b) { return vec4 (_b, _b, _b, _b); } -ivec2 constructor (const int _i) { +ivec2 __constructor (const int _i) { return ivec2 (_i, _i); } -ivec2 constructor (const float _f) { +ivec2 __constructor (const float _f) { return ivec2 (_f, _f); } -ivec2 constructor (const bool _b) { +ivec2 __constructor (const bool _b) { return ivec2 (_b, _b); } -ivec3 constructor (const int _i) { +ivec3 __constructor (const int _i) { return ivec3 (_i, _i, _i); } -ivec3 constructor (const float _f) { +ivec3 __constructor (const float _f) { return ivec3 (_f, _f, _f); } -ivec3 constructor (const bool _b) { +ivec3 __constructor (const bool _b) { return ivec3 (_b, _b, _b); } -ivec4 constructor (const int _i) { +ivec4 __constructor (const int _i) { return ivec4 (_i, _i, _i, _i); } -ivec4 constructor (const float _f) { +ivec4 __constructor (const float _f) { return ivec4 (_f, _f, _f, _f); } -ivec4 constructor (const bool _b) { +ivec4 __constructor (const bool _b) { return ivec4 (_b, _b, _b, _b); } -bvec2 constructor (const bool _b) { +bvec2 __constructor (const bool _b) { return bvec2 (_b, _b); } -bvec2 constructor (const float _f) { +bvec2 __constructor (const float _f) { return bvec2 (_f, _f); } -bvec2 constructor (const int _i) { +bvec2 __constructor (const int _i) { return bvec2 (_i, _i); } -bvec3 constructor (const bool _b) { +bvec3 __constructor (const bool _b) { return bvec3 (_b, _b, _b); } -bvec3 constructor (const float _f) { +bvec3 __constructor (const float _f) { return bvec3 (_f, _f, _f); } -bvec3 constructor (const int _i) { +bvec3 __constructor (const int _i) { return bvec3 (_i, _i, _i); } -bvec4 constructor (const bool _b) { +bvec4 __constructor (const bool _b) { return bvec4 (_b, _b, _b, _b); } -bvec4 constructor (const float _f) { +bvec4 __constructor (const float _f) { return bvec4 (_f, _f, _f, _f); } -bvec4 constructor (const int _i) { +bvec4 __constructor (const int _i) { return bvec4 (_i, _i, _i, _i); } @@ -283,28 +283,28 @@ bvec4 constructor (const int _i) { // the parameters. // -mat2 constructor (const float _f) { +mat2 __constructor (const float _f) { return mat2 ( _f, .0, .0, _f ); } -mat2 constructor (const int _i) { +mat2 __constructor (const int _i) { return mat2 ( _i, .0, .0, _i ); } -mat2 constructor (const bool _b) { +mat2 __constructor (const bool _b) { return mat2 ( _b, .0, .0, _b ); } -mat3 constructor (const float _f) { +mat3 __constructor (const float _f) { return mat3 ( _f, .0, .0, .0, _f, .0, @@ -312,7 +312,7 @@ mat3 constructor (const float _f) { ); } -mat3 constructor (const int _i) { +mat3 __constructor (const int _i) { return mat3 ( _i, .0, .0, .0, _i, .0, @@ -320,7 +320,7 @@ mat3 constructor (const int _i) { ); } -mat3 constructor (const bool _b) { +mat3 __constructor (const bool _b) { return mat3 ( _b, .0, .0, .0, _b, .0, @@ -328,7 +328,7 @@ mat3 constructor (const bool _b) { ); } -mat4 constructor (const float _f) { +mat4 __constructor (const float _f) { return mat4 ( _f, .0, .0, .0, .0, _f, .0, .0, @@ -337,7 +337,7 @@ mat4 constructor (const float _f) { ); } -mat4 constructor (const int _i) { +mat4 __constructor (const int _i) { return mat4 ( _i, .0, .0, .0, .0, _i, .0, .0, @@ -346,7 +346,7 @@ mat4 constructor (const int _i) { ); } -mat4 constructor (const bool _b) { +mat4 __constructor (const bool _b) { return mat4 ( _b, .0, .0, .0, .0, _b, .0, .0, @@ -375,63 +375,63 @@ mat4 constructor (const bool _b) { // assignment. // -void operator = (inout float a, const float b) { +void __operator = (inout float a, const float b) { __asm float_copy a, b; } -void operator = (inout int a, const int b) { +void __operator = (inout int a, const int b) { __asm int_copy a, b; } -void operator = (inout bool a, const bool b) { +void __operator = (inout bool a, const bool b) { __asm bool_copy a, b; } -void operator = (inout vec2 v, const vec2 u) { +void __operator = (inout vec2 v, const vec2 u) { v.x = u.x, v.y = u.y; } -void operator = (inout vec3 v, const vec3 u) { +void __operator = (inout vec3 v, const vec3 u) { v.x = u.x, v.y = u.y, v.z = u.z; } -void operator = (inout vec4 v, const vec4 u) { +void __operator = (inout vec4 v, const vec4 u) { v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w; } -void operator = (inout ivec2 v, const ivec2 u) { +void __operator = (inout ivec2 v, const ivec2 u) { v.x = u.x, v.y = u.y; } -void operator = (inout ivec3 v, const ivec3 u) { +void __operator = (inout ivec3 v, const ivec3 u) { v.x = u.x, v.y = u.y, v.z = u.z; } -void operator = (inout ivec4 v, const ivec4 u) { +void __operator = (inout ivec4 v, const ivec4 u) { v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w; } -void operator = (inout bvec2 v, const bvec2 u) { +void __operator = (inout bvec2 v, const bvec2 u) { v.x = u.x, v.y = u.y; } -void operator = (inout bvec3 v, const bvec3 u) { +void __operator = (inout bvec3 v, const bvec3 u) { v.x = u.x, v.y = u.y, v.z = u.z; } -void operator = (inout bvec4 v, const bvec4 u) { +void __operator = (inout bvec4 v, const bvec4 u) { v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w; } -void operator = (inout mat2 m, const mat2 n) { +void __operator = (inout mat2 m, const mat2 n) { m[0] = n[0], m[1] = n[1]; } -void operator = (inout mat3 m, const mat3 n) { +void __operator = (inout mat3 m, const mat3 n) { m[0] = n[0], m[1] = n[1], m[2] = n[2]; } -void operator = (inout mat4 m, const mat4 n) { +void __operator = (inout mat4 m, const mat4 n) { m[0] = n[0], m[1] = n[1], m[2] = n[2], m[3] = n[3]; } @@ -440,179 +440,179 @@ void operator = (inout mat4 m, const mat4 n) { // into (/=). The variable and expression must be the same floating-point or integer type, ... // -void operator += (inout float a, const float b) { +void __operator += (inout float a, const float b) { __asm float_add a, b; } -void operator -= (inout float a, const float b) { +void __operator -= (inout float a, const float b) { a += -b; } -void operator *= (inout float a, const float b) { +void __operator *= (inout float a, const float b) { __asm float_multiply a, b; } -void operator /= (inout float a, const float b) { +void __operator /= (inout float a, const float b) { __asm float_divide a, b; } -void operator += (inout int x, const int y) { +void __operator += (inout int x, const int y) { __asm int_add x, y; } -void operator -= (inout int x, const int y) { +void __operator -= (inout int x, const int y) { x += -y; } -void operator *= (inout int x, const int y) { +void __operator *= (inout int x, const int y) { __asm int_multiply x, y; } -void operator /= (inout int x, const int y) { +void __operator /= (inout int x, const int y) { __asm int_divide x, y; } -void operator += (inout vec2 v, const vec2 u) { +void __operator += (inout vec2 v, const vec2 u) { v.x += u.x, v.y += u.y; } -void operator -= (inout vec2 v, const vec2 u) { +void __operator -= (inout vec2 v, const vec2 u) { v.x -= u.x, v.y -= u.y; } -void operator *= (inout vec2 v, const vec2 u) { +void __operator *= (inout vec2 v, const vec2 u) { v.x *= u.x, v.y *= u.y; } -void operator /= (inout vec2 v, const vec2 u) { +void __operator /= (inout vec2 v, const vec2 u) { v.x /= u.x, v.y /= u.y; } -void operator += (inout vec3 v, const vec3 u) { +void __operator += (inout vec3 v, const vec3 u) { v.x += u.x, v.y += u.y, v.z += u.z; } -void operator -= (inout vec3 v, const vec3 u) { +void __operator -= (inout vec3 v, const vec3 u) { v.x -= u.x, v.y -= u.y, v.z -= u.z; } -void operator *= (inout vec3 v, const vec3 u) { +void __operator *= (inout vec3 v, const vec3 u) { v.x *= u.x, v.y *= u.y, v.z *= u.z; } -void operator /= (inout vec3 v, const vec3 u) { +void __operator /= (inout vec3 v, const vec3 u) { v.x /= u.x, v.y /= u.y, v.z /= u.z; } -void operator += (inout vec4 v, const vec4 u) { +void __operator += (inout vec4 v, const vec4 u) { v.x += u.x, v.y += u.y, v.z += u.z, v.w += u.w; } -void operator -= (inout vec4 v, const vec4 u) { +void __operator -= (inout vec4 v, const vec4 u) { v.x -= u.x, v.y -= u.y, v.z -= u.z, v.w -= u.w; } -void operator *= (inout vec4 v, const vec4 u) { +void __operator *= (inout vec4 v, const vec4 u) { v.x *= u.x, v.y *= u.y, v.z *= u.z, v.w *= u.w; } -void operator /= (inout vec4 v, const vec4 u) { +void __operator /= (inout vec4 v, const vec4 u) { v.x /= u.x, v.y /= u.y, v.z /= u.z, v.w /= u.w; } -void operator += (inout ivec2 v, const ivec2 u) { +void __operator += (inout ivec2 v, const ivec2 u) { v.x += u.x, v.y += u.y; } -void operator -= (inout ivec2 v, const ivec2 u) { +void __operator -= (inout ivec2 v, const ivec2 u) { v.x -= u.x, v.y -= u.y; } -void operator *= (inout ivec2 v, const ivec2 u) { +void __operator *= (inout ivec2 v, const ivec2 u) { v.x *= u.x, v.y *= u.y; } -void operator /= (inout ivec2 v, const ivec2 u) { +void __operator /= (inout ivec2 v, const ivec2 u) { v.x /= u.x, v.y /= u.y; } -void operator += (inout ivec3 v, const ivec3 u) { +void __operator += (inout ivec3 v, const ivec3 u) { v.x += u.x, v.y += u.y, v.z += u.z; } -void operator -= (inout ivec3 v, const ivec3 u) { +void __operator -= (inout ivec3 v, const ivec3 u) { v.x -= u.x, v.y -= u.y, v.z -= u.z; } -void operator *= (inout ivec3 v, const ivec3 u) { +void __operator *= (inout ivec3 v, const ivec3 u) { v.x *= u.x, v.y *= u.y, v.z *= u.z; } -void operator /= (inout ivec3 v, const ivec3 u) { +void __operator /= (inout ivec3 v, const ivec3 u) { v.x /= u.x, v.y /= u.y, v.z /= u.z; } -void operator += (inout ivec4 v, const ivec4 u) { +void __operator += (inout ivec4 v, const ivec4 u) { v.x += u.x, v.y += u.y, v.z += u.z, v.w += u.w; } -void operator -= (inout ivec4 v, const ivec4 u) { +void __operator -= (inout ivec4 v, const ivec4 u) { v.x -= u.x, v.y -= u.y, v.z -= u.z, v.w -= u.w; } -void operator *= (inout ivec4 v, const ivec4 u) { +void __operator *= (inout ivec4 v, const ivec4 u) { v.x *= u.x, v.y *= u.y, v.z *= u.z, v.w *= u.w; } -void operator /= (inout ivec4 v, const ivec4 u) { +void __operator /= (inout ivec4 v, const ivec4 u) { v.x /= u.x, v.y /= u.y, v.z /= u.z, v.w /= u.w; } -void operator += (inout mat2 m, const mat2 n) { +void __operator += (inout mat2 m, const mat2 n) { m[0] += n[0], m[1] += n[1]; } -void operator -= (inout mat2 v, const mat2 n) { +void __operator -= (inout mat2 v, const mat2 n) { m[0] -= n[0], m[1] -= n[1]; } -void operator *= (inout mat2 m, const mat2 n) { +void __operator *= (inout mat2 m, const mat2 n) { m = m * n; } -void operator /= (inout mat2 m, const mat2 n) { +void __operator /= (inout mat2 m, const mat2 n) { m[0] /= n[0], m[1] /= n[1]; } -void operator += (inout mat3 m, const mat3 n) { +void __operator += (inout mat3 m, const mat3 n) { m[0] += n[0], m[1] += n[1], m[2] += n[2]; } -void operator -= (inout mat3 m, const mat3 n) { +void __operator -= (inout mat3 m, const mat3 n) { m[0] -= n[0], m[1] -= n[1], m[2] -= n[2]; } -void operator *= (inout mat3 m, const mat3 n) { +void __operator *= (inout mat3 m, const mat3 n) { m = m * n; } -void operator /= (inout mat3 m, const mat3 n) { +void __operator /= (inout mat3 m, const mat3 n) { m[0] /= n[0], m[1] /= n[1], m[2] /= n[2]; } -void operator += (inout mat4 m, const mat4 n) { +void __operator += (inout mat4 m, const mat4 n) { m[0] += n[0], m[1] += n[1], m[2] += n[2], m[3] += n[3]; } -void operator -= (inout mat4 m, const mat4 n) { +void __operator -= (inout mat4 m, const mat4 n) { m[0] -= n[0], m[1] -= n[1], m[2] -= n[2], m[3] -= n[3]; } -void operator *= (inout mat4 m, const mat4 n) { +void __operator *= (inout mat4 m, const mat4 n) { m = m * n; } -void operator /= (inout mat4 m, const mat4 n) { +void __operator /= (inout mat4 m, const mat4 n) { m[0] /= n[0], m[1] /= n[1], m[2] /= n[2], m[3] /= n[3]; } @@ -621,99 +621,99 @@ void operator /= (inout mat4 m, const mat4 n) { // a matrix, ... // -void operator += (inout vec2 v, const float a) { +void __operator += (inout vec2 v, const float a) { v.x += a, v.y += a; } -void operator -= (inout vec2 v, const float a) { +void __operator -= (inout vec2 v, const float a) { v.x -= a, v.y -= a; } -void operator *= (inout vec2 v, const float a) { +void __operator *= (inout vec2 v, const float a) { v.x *= a, v.y *= a; } -void operator /= (inout vec2 v, const float a) { +void __operator /= (inout vec2 v, const float a) { v.x /= a, v.y /= a; } -void operator += (inout vec3 v, const float a) { +void __operator += (inout vec3 v, const float a) { v.x += a, v.y += a, v.z += a; } -void operator -= (inout vec3 v, const float a) { +void __operator -= (inout vec3 v, const float a) { v.x -= a, v.y -= a, v.z -= a; } -void operator *= (inout vec3 v, const float a) { +void __operator *= (inout vec3 v, const float a) { v.x *= a, v.y *= a, v.z *= a; } -void operator /= (inout vec3 v, const float a) { +void __operator /= (inout vec3 v, const float a) { v.x /= a, v.y /= a, v.z /= a; } -void operator += (inout vec4 v, const float a) { +void __operator += (inout vec4 v, const float a) { v.x += a, v.y += a, v.z += a, v.w += a; } -void operator -= (inout vec4 v, const float a) { +void __operator -= (inout vec4 v, const float a) { v.x -= a, v.y -= a, v.z -= a, v.w -= a; } -void operator *= (inout vec4 v, const float a) { +void __operator *= (inout vec4 v, const float a) { v.x *= a, v.y *= a, v.z *= a, v.w *= a; } -void operator /= (inout vec4 v, const float a) { +void __operator /= (inout vec4 v, const float a) { v.x /= a, v.y /= a, v.z /= a, v.w /= a; } -void operator += (inout mat2 m, const float a) { +void __operator += (inout mat2 m, const float a) { m[0] += a, m[1] += a; } -void operator -= (inout mat2 m, const float a) { +void __operator -= (inout mat2 m, const float a) { m[0] -= a, m[1] -= a; } -void operator *= (inout mat2 m, const float a) { +void __operator *= (inout mat2 m, const float a) { m[0] *= a, m[1] *= a; } -void operator /= (inout mat2 m, const float a) { +void __operator /= (inout mat2 m, const float a) { m[0] /= a, m[1] /= a; } -void operator += (inout mat3 m, const float a) { +void __operator += (inout mat3 m, const float a) { m[0] += a, m[1] += a, m[2] += a; } -void operator -= (inout mat3 m, const float a) { +void __operator -= (inout mat3 m, const float a) { m[0] -= a, m[1] -= a, m[2] -= a; } -void operator *= (inout mat3 m, const float a) { +void __operator *= (inout mat3 m, const float a) { m[0] *= a, m[1] *= a, m[2] *= a; } -void operator /= (inout mat3 m, const float a) { +void __operator /= (inout mat3 m, const float a) { m[0] /= a, m[1] /= a, m[2] /= a; } -void operator += (inout mat4 m, const float a) { +void __operator += (inout mat4 m, const float a) { m[0] += a, m[1] += a, m[2] += a, m[3] += a; } -void operator -= (inout mat4 m, const float a) { +void __operator -= (inout mat4 m, const float a) { m[0] -= a, m[1] -= a, m[2] -= a, m[3] -= a; } -void operator *= (inout mat4 m, const float a) { +void __operator *= (inout mat4 m, const float a) { m[0] *= a, m[1] *= a, m[2] *= a, m[3] *= a; } -void operator /= (inout mat4 m, const float a) { +void __operator /= (inout mat4 m, const float a) { m[0] /= a, m[1] /= a, m[2] /= a, m[3] /= a; } @@ -722,15 +722,15 @@ void operator /= (inout mat4 m, const float a) { // expression can be a matrix of matching size. // -void operator *= (inout vec2 v, const mat2 m) { +void __operator *= (inout vec2 v, const mat2 m) { v = v * m; } -void operator *= (inout vec3 v, const mat3 m) { +void __operator *= (inout vec3 v, const mat3 m) { v = v * m; } -void operator *= (inout vec4 v, const mat4 m) { +void __operator *= (inout vec4 v, const mat4 m) { v = v * m; } @@ -746,113 +746,113 @@ void operator *= (inout vec4 v, const mat4 m) { // The two operands must be the same type, ... // -float operator + (const float a, const float b) { +float __operator + (const float a, const float b) { float c = a; return c += b; } -float operator - (const float a, const float b) { +float __operator - (const float a, const float b) { return a + -b; } -float operator * (const float a, const float b) { +float __operator * (const float a, const float b) { float c = a; return c *= b; } -float operator / (const float a, const float b) { +float __operator / (const float a, const float b) { float c = a; return c /= b; } -int operator + (const int a, const int b) { +int __operator + (const int a, const int b) { int c = a; return c += b; } -int operator - (const int x, const int y) { +int __operator - (const int x, const int y) { return x + -y; } -int operator * (const int x, const int y) { +int __operator * (const int x, const int y) { int z = x; return z *= y; } -int operator / (const int x, const int y) { +int __operator / (const int x, const int y) { int z = x; return z /= y; } -vec2 operator + (const vec2 v, const vec2 u) { +vec2 __operator + (const vec2 v, const vec2 u) { return vec2 (v.x + u.x, v.y + u.y); } -vec2 operator - (const vec2 v, const vec2 u) { +vec2 __operator - (const vec2 v, const vec2 u) { return vec2 (v.x - u.x, v.y - u.y); } -vec3 operator + (const vec3 v, const vec3 u) { +vec3 __operator + (const vec3 v, const vec3 u) { return vec3 (v.x + u.x, v.y + u.y, v.z + u.z); } -vec3 operator - (const vec3 v, const vec3 u) { +vec3 __operator - (const vec3 v, const vec3 u) { return vec3 (v.x - u.x, v.y - u.y, v.z - u.z); } -vec4 operator + (const vec4 v, const vec4 u) { +vec4 __operator + (const vec4 v, const vec4 u) { return vec4 (v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w); } -vec4 operator - (const vec4 v, const vec4 u) { +vec4 __operator - (const vec4 v, const vec4 u) { return vec4 (v.x - u.x, v.y - u.y, v.z - u.z, v.w - u.w); } -ivec2 operator + (const ivec2 v, const ivec2 u) { +ivec2 __operator + (const ivec2 v, const ivec2 u) { return ivec2 (v.x + u.x, v.y + u.y); } -ivec2 operator - (const ivec2 v, const ivec2 u) { +ivec2 __operator - (const ivec2 v, const ivec2 u) { return ivec2 (v.x - u.x, v.y - u.y); } -ivec3 operator + (const ivec3 v, const ivec3 u) { +ivec3 __operator + (const ivec3 v, const ivec3 u) { return ivec3 (v.x + u.x, v.y + u.y, v.z + u.z); } -ivec3 operator - (const ivec3 v, const ivec3 u) { +ivec3 __operator - (const ivec3 v, const ivec3 u) { return ivec3 (v.x - u.x, v.y - u.y, v.z - u.z); } -ivec4 operator + (const ivec4 v, const ivec4 u) { +ivec4 __operator + (const ivec4 v, const ivec4 u) { return ivec4 (v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w); } -ivec4 operator - (const ivec4 v, const ivec4 u) { +ivec4 __operator - (const ivec4 v, const ivec4 u) { return ivec4 (v.x - u.x, v.y - u.y, v.z - u.z, v.w - u.w); } -mat2 operator + (const mat2 m, const mat2 n) { +mat2 __operator + (const mat2 m, const mat2 n) { return mat2 (m[0] + n[0], m[1] + n[1]); } -mat2 operator - (const mat2 m, const mat2 n) { +mat2 __operator - (const mat2 m, const mat2 n) { return mat2 (m[0] - n[0], m[1] - n[1]); } -mat3 operator + (const mat3 m, const mat3 n) { +mat3 __operator + (const mat3 m, const mat3 n) { return mat3 (m[0] + n[0], m[1] + n[1], m[2] + n[2]); } -mat3 operator - (const mat3 m, const mat3 n) { +mat3 __operator - (const mat3 m, const mat3 n) { return mat3 (m[0] - n[0], m[1] - n[1], m[2] - n[2]); } -mat4 operator + (const mat4 m, const mat4 n) { +mat4 __operator + (const mat4 m, const mat4 n) { return mat4 (m[0] + n[0], m[1] + n[1], m[2] + n[2], m[3] + n[3]); } -mat4 operator - (const mat4 m, const mat4 n) { +mat4 __operator - (const mat4 m, const mat4 n) { return mat4 (m[0] - n[0], m[1] - n[1], m[2] - n[2], m[3] - n[3]); } @@ -860,195 +860,195 @@ mat4 operator - (const mat4 m, const mat4 n) { // ... or one must be a scalar float and the other a vector or matrix, ... // -vec2 operator + (const float a, const vec2 u) { +vec2 __operator + (const float a, const vec2 u) { return vec2 (a + u.x, a + u.y); } -vec2 operator + (const vec2 v, const float b) { +vec2 __operator + (const vec2 v, const float b) { return vec2 (v.x + b, v.y + b); } -vec2 operator - (const float a, const vec2 u) { +vec2 __operator - (const float a, const vec2 u) { return vec2 (a - u.x, a - u.y); } -vec2 operator - (const vec2 v, const float b) { +vec2 __operator - (const vec2 v, const float b) { return vec2 (v.x - b, v.y - b); } -vec2 operator * (const float a, const vec2 u) { +vec2 __operator * (const float a, const vec2 u) { return vec2 (a * u.x, a * u.y); } -vec2 operator * (const vec2 v, const float b) { +vec2 __operator * (const vec2 v, const float b) { return vec2 (v.x * b, v.y * b); } -vec2 operator / (const float a, const vec2 u) { +vec2 __operator / (const float a, const vec2 u) { return vec2 (a / u.x, a / u.y); } -vec2 operator / (const vec2 v, const float b) { +vec2 __operator / (const vec2 v, const float b) { return vec2 (v.x / b, v.y / b); } -vec3 operator + (const float a, const vec3 u) { +vec3 __operator + (const float a, const vec3 u) { return vec3 (a + u.x, a + u.y, a + u.z); } -vec3 operator + (const vec3 v, const float b) { +vec3 __operator + (const vec3 v, const float b) { return vec3 (v.x + b, v.y + b, v.z + b); } -vec3 operator - (const float a, const vec3 u) { +vec3 __operator - (const float a, const vec3 u) { return vec3 (a - u.x, a - u.y, a - u.z); } -vec3 operator - (const vec3 v, const float b) { +vec3 __operator - (const vec3 v, const float b) { return vec3 (v.x - b, v.y - b, v.z - b); } -vec3 operator * (const float a, const vec3 u) { +vec3 __operator * (const float a, const vec3 u) { return vec3 (a * u.x, a * u.y, a * u.z); } -vec3 operator * (const vec3 v, const float b) { +vec3 __operator * (const vec3 v, const float b) { return vec3 (v.x * b, v.y * b, v.z * b); } -vec3 operator / (const float a, const vec3 u) { +vec3 __operator / (const float a, const vec3 u) { return vec3 (a / u.x, a / u.y, a / u.z); } -vec3 operator / (const vec3 v, const float b) { +vec3 __operator / (const vec3 v, const float b) { return vec3 (v.x / b, v.y / b, v.z / b); } -vec4 operator + (const float a, const vec4 u) { +vec4 __operator + (const float a, const vec4 u) { return vec4 (a + u.x, a + u.y, a + u.z, a + u.w); } -vec4 operator + (const vec4 v, const float b) { +vec4 __operator + (const vec4 v, const float b) { return vec4 (v.x + b, v.y + b, v.z + b, v.w + b); } -vec4 operator - (const float a, const vec4 u) { +vec4 __operator - (const float a, const vec4 u) { return vec4 (a - u.x, a - u.y, a - u.z, a - u.w); } -vec4 operator - (const vec4 v, const float b) { +vec4 __operator - (const vec4 v, const float b) { return vec4 (v.x - b, v.y - b, v.z - b, v.w - b); } -vec4 operator * (const float a, const vec4 u) { +vec4 __operator * (const float a, const vec4 u) { return vec4 (a * u.x, a * u.y, a * u.z, a * u.w); } -vec4 operator * (const vec4 v, const float b) { +vec4 __operator * (const vec4 v, const float b) { return vec4 (v.x * b, v.y * b, v.z * b, v.w * b); } -vec4 operator / (const float a, const vec4 u) { +vec4 __operator / (const float a, const vec4 u) { return vec4 (a / u.x, a / u.y, a / u.z, a / u.w); } -vec4 operator / (const vec4 v, const float b) { +vec4 __operator / (const vec4 v, const float b) { return vec4 (v.x / b, v.y / b, v.z / b, v.w / b); } -mat2 operator + (const float a, const mat2 n) { +mat2 __operator + (const float a, const mat2 n) { return mat2 (a + n[0], a + n[1]); } -mat2 operator + (const mat2 m, const float b) { +mat2 __operator + (const mat2 m, const float b) { return mat2 (m[0] + b, m[1] + b); } -mat2 operator - (const float a, const mat2 n) { +mat2 __operator - (const float a, const mat2 n) { return mat2 (a - n[0], a - n[1]); } -mat2 operator - (const mat2 m, const float b) { +mat2 __operator - (const mat2 m, const float b) { return mat2 (m[0] - b, m[1] - b); } -mat2 operator * (const float a, const mat2 n) { +mat2 __operator * (const float a, const mat2 n) { return mat2 (a * n[0], a * n[1]); } -mat2 operator * (const mat2 m, const float b) { +mat2 __operator * (const mat2 m, const float b) { return mat2 (m[0] * b, m[1] * b); } -mat2 operator / (const float a, const mat2 n) { +mat2 __operator / (const float a, const mat2 n) { return mat2 (a / n[0], a / n[1]); } -mat2 operator / (const mat2 m, const float b) { +mat2 __operator / (const mat2 m, const float b) { return mat2 (m[0] / b, m[1] / b); } -mat3 operator + (const float a, const mat3 n) { +mat3 __operator + (const float a, const mat3 n) { return mat3 (a + n[0], a + n[1], a + n[2]); } -mat3 operator + (const mat3 m, const float b) { +mat3 __operator + (const mat3 m, const float b) { return mat3 (m[0] + b, m[1] + b, m[2] + b); } -mat3 operator - (const float a, const mat3 n) { +mat3 __operator - (const float a, const mat3 n) { return mat3 (a - n[0], a - n[1], a - n[2]); } -mat3 operator - (const mat3 m, const float b) { +mat3 __operator - (const mat3 m, const float b) { return mat3 (m[0] - b, m[1] - b, m[2] - b); } -mat3 operator * (const float a, const mat3 n) { +mat3 __operator * (const float a, const mat3 n) { return mat3 (a * n[0], a * n[1], a * n[2]); } -mat3 operator * (const mat3 m, const float b) { +mat3 __operator * (const mat3 m, const float b) { return mat3 (m[0] * b, m[1] * b, m[2] * b); } -mat3 operator / (const float a, const mat3 n) { +mat3 __operator / (const float a, const mat3 n) { return mat3 (a / n[0], a / n[1], a / n[2]); } -mat3 operator / (const mat3 m, const float b) { +mat3 __operator / (const mat3 m, const float b) { return mat3 (m[0] / b, m[1] / b, m[2] / b); } -mat4 operator + (const float a, const mat4 n) { +mat4 __operator + (const float a, const mat4 n) { return mat4 (a + n[0], a + n[1], a + n[2], a + n[3]); } -mat4 operator + (const mat4 m, const float b) { +mat4 __operator + (const mat4 m, const float b) { return mat4 (m[0] + b, m[1] + b, m[2] + b, m[3] + b); } -mat4 operator - (const float a, const mat4 n) { +mat4 __operator - (const float a, const mat4 n) { return mat4 (a - n[0], a - n[1], a - n[2], a - n[3]); } -mat4 operator - (const mat4 m, const float b) { +mat4 __operator - (const mat4 m, const float b) { return mat4 (m[0] - b, m[1] - b, m[2] - b, m[3] - b); } -mat4 operator * (const float a, const mat4 n) { +mat4 __operator * (const float a, const mat4 n) { return mat4 (a * n[0], a * n[1], a * n[2], a * n[3]); } -mat4 operator * (const mat4 m, const float b) { +mat4 __operator * (const mat4 m, const float b) { return mat4 (m[0] * b, m[1] * b, m[2] * b, m[3] * b); } -mat4 operator / (const float a, const mat4 n) { +mat4 __operator / (const float a, const mat4 n) { return mat4 (a / n[0], a / n[1], a / n[2], a / n[3]); } -mat4 operator / (const mat4 m, const float b) { +mat4 __operator / (const mat4 m, const float b) { return mat4 (m[0] / b, m[1] / b, m[2] / b, m[3] / b); } @@ -1063,21 +1063,21 @@ mat4 operator / (const mat4 m, const float b) { // dimension in which case the * operator will do a column vector matrix multiplication. // -vec2 operator * (const mat2 m, const vec2 v) { +vec2 __operator * (const mat2 m, const vec2 v) { return vec2 ( v.x * m[0].x + v.y * m[1].x, v.x * m[0].y + v.y * m[1].y ); } -vec2 operator * (const vec2 v, const mat2 m) { +vec2 __operator * (const vec2 v, const mat2 m) { return vec2 ( v.x * m[0].x + v.y * m[0].y, v.x * m[1].x + v.y * m[1].y ); } -vec3 operator * (const mat3 m, const vec3 v) { +vec3 __operator * (const mat3 m, const vec3 v) { return vec3 ( v.x * m[0].x + v.y * m[1].x + v.z * m[2].x, v.x * m[0].y + v.y * m[1].y + v.z * m[2].y, @@ -1085,7 +1085,7 @@ vec3 operator * (const mat3 m, const vec3 v) { ); } -vec3 operator * (const vec3 v, const mat3 m) { +vec3 __operator * (const vec3 v, const mat3 m) { return vec3 ( v.x * m[0].x + v.y * m[0].y + v.z * m[0].z, v.x * m[1].x + v.y * m[1].y + v.z * m[1].z, @@ -1093,7 +1093,7 @@ vec3 operator * (const vec3 v, const mat3 m) { ); } -vec4 operator * (const mat4 m, const vec4 v) { +vec4 __operator * (const mat4 m, const vec4 v) { return vec4 ( v.x * m[0].x + v.y * m[1].x + v.z * m[2].x + v.w * m[3].x, v.x * m[0].y + v.y * m[1].y + v.z * m[2].y + v.w * m[3].y, @@ -1102,7 +1102,7 @@ vec4 operator * (const mat4 m, const vec4 v) { ); } -vec4 operator * (const vec4 v, const mat4 m) { +vec4 __operator * (const vec4 v, const mat4 m) { return vec4 ( v.x * m[0].x + v.y * m[0].y + v.z * m[0].z + v.w * m[0].w, v.x * m[1].x + v.y * m[1].y + v.z * m[1].z + v.w * m[1].w, @@ -1115,27 +1115,27 @@ vec4 operator * (const vec4 v, const mat4 m) { // Multiply (*) applied to two vectors yields a component-wise multiply. // -vec2 operator * (const vec2 v, const vec2 u) { +vec2 __operator * (const vec2 v, const vec2 u) { return vec2 (v.x * u.x, v.y * u.y); } -vec3 operator * (const vec3 v, const vec3 u) { +vec3 __operator * (const vec3 v, const vec3 u) { return vec3 (v.x * u.x, v.y * u.y, v.z * u.z); } -vec4 operator * (const vec4 v, const vec4 u) { +vec4 __operator * (const vec4 v, const vec4 u) { return vec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w); } -ivec2 operator * (const ivec2 v, const ivec2 u) { +ivec2 __operator * (const ivec2 v, const ivec2 u) { return ivec2 (v.x * u.x, v.y * u.y); } -ivec3 operator * (const ivec3 v, const ivec3 u) { +ivec3 __operator * (const ivec3 v, const ivec3 u) { return ivec3 (v.x * u.x, v.y * u.y, v.z * u.z); } -ivec4 operator * (const ivec4 v, const ivec4 u) { +ivec4 __operator * (const ivec4 v, const ivec4 u) { return ivec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w); } @@ -1143,39 +1143,39 @@ ivec4 operator * (const ivec4 v, const ivec4 u) { // Dividing by zero does not cause an exception but does result in an unspecified value. // -vec2 operator / (const vec2 v, const vec2 u) { +vec2 __operator / (const vec2 v, const vec2 u) { return vec2 (v.x / u.x, v.y / u.y); } -vec3 operator / (const vec3 v, const vec3 u) { +vec3 __operator / (const vec3 v, const vec3 u) { return vec3 (v.x / u.x, v.y / u.y, v.z / u.z); } -vec4 operator / (const vec4 v, const vec4 u) { +vec4 __operator / (const vec4 v, const vec4 u) { return vec4 (v.x / u.x, v.y / u.y, v.z / u.z, v.w / u.w); } -ivec2 operator / (const ivec2 v, const ivec2 u) { +ivec2 __operator / (const ivec2 v, const ivec2 u) { return ivec2 (v.x / u.x, v.y / u.y); } -ivec3 operator / (const ivec3 v, const ivec3 u) { +ivec3 __operator / (const ivec3 v, const ivec3 u) { return ivec3 (v.x / u.x, v.y / u.y, v.z / u.z); } -ivec4 operator / (const ivec4 v, const ivec4 u) { +ivec4 __operator / (const ivec4 v, const ivec4 u) { return ivec4 (v.x / u.x, v.y / u.y, v.z / u.z, v.w / u.w); } -mat2 operator / (const mat2 m, const mat2 n) { +mat2 __operator / (const mat2 m, const mat2 n) { return mat2 (m[0] / n[0], m[1] / n[1]); } -mat3 operator / (const mat3 m, const mat3 n) { +mat3 __operator / (const mat3 m, const mat3 n) { return mat3 (m[0] / n[0], m[1] / n[1], m[2] / n[2]); } -mat4 operator / (const mat4 m, const mat4 n) { +mat4 __operator / (const mat4 m, const mat4 n) { return mat4 (m[0] / n[0], m[1] / n[1], m[2] / n[2], m[3] / n[3]); } @@ -1184,15 +1184,15 @@ mat4 operator / (const mat4 m, const mat4 n) { // a component-wise multiply. // -mat2 operator * (const mat2 m, const mat2 n) { +mat2 __operator * (const mat2 m, const mat2 n) { return mat2 (m * n[0], m * n[1]); } -mat3 operator * (const mat3 m, const mat3 n) { +mat3 __operator * (const mat3 m, const mat3 n) { return mat3 (m * n[0], m * n[1], m * n[2]); } -mat4 operator * (const mat4 m, const mat4 n) { +mat4 __operator * (const mat4 m, const mat4 n) { return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]); } @@ -1211,235 +1211,235 @@ mat4 operator * (const mat4 m, const mat4 n) { // distinguish their prototypes from prefix ones.] // -float operator - (const float a) { +float __operator - (const float a) { float c = a; __asm float_negate c; return c; } -int operator - (const int a) { +int __operator - (const int a) { int c = a; __asm int_negate c; return c; } -vec2 operator - (const vec2 v) { +vec2 __operator - (const vec2 v) { return vec2 (-v.x, -v.y); } -vec3 operator - (const vec3 v) { +vec3 __operator - (const vec3 v) { return vec3 (-v.x, -v.y, -v.z); } -vec4 operator - (const vec4 v) { +vec4 __operator - (const vec4 v) { return vec4 (-v.x, -v.y, -v.z, -v.w); } -ivec2 operator - (const ivec2 v) { +ivec2 __operator - (const ivec2 v) { return ivec2 (-v.x, -v.y); } -ivec3 operator - (const ivec3 v) { +ivec3 __operator - (const ivec3 v) { return ivec3 (-v.x, -v.y, -v.z); } -ivec4 operator - (const ivec4 v) { +ivec4 __operator - (const ivec4 v) { return ivec4 (-v.x, -v.y, -v.z, -v.w); } -mat2 operator - (const mat2 m) { +mat2 __operator - (const mat2 m) { return mat2 (-m[0], -m[1]); } -mat3 operator - (const mat3 m) { +mat3 __operator - (const mat3 m) { return mat3 (-m[0], -m[1], -m[2]); } -mat4 operator - (const mat4 m) { +mat4 __operator - (const mat4 m) { return mat4 (-m[0], -m[1], -m[2], -m[3]); } -void operator -- (inout float a) { +void __operator -- (inout float a) { a -= 1.0; } -void operator -- (inout int a) { +void __operator -- (inout int a) { a -= 1; } -void operator -- (inout vec2 v) { +void __operator -- (inout vec2 v) { --v.x, --v.y; } -void operator -- (inout vec3 v) { +void __operator -- (inout vec3 v) { --v.x, --v.y, --v.z; } -void operator -- (inout vec4 v) { +void __operator -- (inout vec4 v) { --v.x, --v.y, --v.z, --v.w; } -void operator -- (inout ivec2 v) { +void __operator -- (inout ivec2 v) { --v.x, --v.y; } -void operator -- (inout ivec3 v) { +void __operator -- (inout ivec3 v) { --v.x, --v.y, --v.z; } -void operator -- (inout ivec4 v) { +void __operator -- (inout ivec4 v) { --v.x, --v.y, --v.z, --v.w; } -void operator -- (inout mat2 m) { +void __operator -- (inout mat2 m) { --m[0], --m[1]; } -void operator -- (inout mat3 m) { +void __operator -- (inout mat3 m) { --m[0], --m[1], --m[2]; } -void operator -- (inout mat4 m) { +void __operator -- (inout mat4 m) { --m[0], --m[1], --m[2], --m[3]; } -void operator ++ (inout float a) { +void __operator ++ (inout float a) { a += 1.0; } -void operator ++ (inout int a) { +void __operator ++ (inout int a) { a += 1; } -void operator ++ (inout vec2 v) { +void __operator ++ (inout vec2 v) { ++v.x, ++v.y; } -void operator ++ (inout vec3 v) { +void __operator ++ (inout vec3 v) { ++v.x, ++v.y, ++v.z; } -void operator ++ (inout vec4 v) { +void __operator ++ (inout vec4 v) { ++v.x, ++v.y, ++v.z, ++v.w; } -void operator ++ (inout ivec2 v) { +void __operator ++ (inout ivec2 v) { ++v.x, ++v.y; } -void operator ++ (inout ivec3 v) { +void __operator ++ (inout ivec3 v) { ++v.x, ++v.y, ++v.z; } -void operator ++ (inout ivec4 v) { +void __operator ++ (inout ivec4 v) { ++v.x, ++v.y, ++v.z, ++v.w; } -void operator ++ (inout mat2 m) { +void __operator ++ (inout mat2 m) { ++m[0], ++m[1]; } -void operator ++ (inout mat3 m) { +void __operator ++ (inout mat3 m) { ++m[0], ++m[1], ++m[2]; } -void operator ++ (inout mat4 m) { +void __operator ++ (inout mat4 m) { ++m[0], ++m[1], ++m[2], ++m[3]; } -float operator -- (inout float a, const int) { +float __operator -- (inout float a, const int) { const float c = a; --a; return c; } -int operator -- (inout int a, const int) { +int __operator -- (inout int a, const int) { const int c = a; --a; return c; } -vec2 operator -- (inout vec2 v, const int) { +vec2 __operator -- (inout vec2 v, const int) { return vec2 (v.x--, v.y--); } -vec3 operator -- (inout vec3 v, const int) { +vec3 __operator -- (inout vec3 v, const int) { return vec3 (v.x--, v.y--, v.z--); } -vec4 operator -- (inout vec4 v, const int) { +vec4 __operator -- (inout vec4 v, const int) { return vec4 (v.x--, v.y--, v.z--, v.w--); } -ivec2 operator -- (inout ivec2 v, const int) { +ivec2 __operator -- (inout ivec2 v, const int) { return ivec2 (v.x--, v.y--); } -ivec3 operator -- (inout ivec3 v, const int) { +ivec3 __operator -- (inout ivec3 v, const int) { return ivec3 (v.x--, v.y--, v.z--); } -ivec4 operator -- (inout ivec4 v, const int) { +ivec4 __operator -- (inout ivec4 v, const int) { return ivec4 (v.x--, v.y--, v.z--, v.w--); } -mat2 operator -- (inout mat2 m, const int) { +mat2 __operator -- (inout mat2 m, const int) { return mat2 (m[0]--, m[1]--); } -mat3 operator -- (inout mat3 m, const int) { +mat3 __operator -- (inout mat3 m, const int) { return mat3 (m[0]--, m[1]--, m[2]--); } -mat4 operator -- (inout mat4 m, const int) { +mat4 __operator -- (inout mat4 m, const int) { return mat4 (m[0]--, m[1]--, m[2]--, m[3]--); } -float operator ++ (inout float a, const int) { +float __operator ++ (inout float a, const int) { const float c = a; ++a; return c; } -int operator ++ (inout int a, const int) { +int __operator ++ (inout int a, const int) { const int c = a; ++a; return c; } -vec2 operator ++ (inout vec2 v, const int) { +vec2 __operator ++ (inout vec2 v, const int) { return vec2 (v.x++, v.y++); } -vec3 operator ++ (inout vec3 v, const int) { +vec3 __operator ++ (inout vec3 v, const int) { return vec3 (v.x++, v.y++, v.z++); } -vec4 operator ++ (inout vec4 v, const int) { +vec4 __operator ++ (inout vec4 v, const int) { return vec4 (v.x++, v.y++, v.z++, v.w++); } -ivec2 operator ++ (inout ivec2 v, const int) { +ivec2 __operator ++ (inout ivec2 v, const int) { return ivec2 (v.x++, v.y++); } -ivec3 operator ++ (inout ivec3 v, const int) { +ivec3 __operator ++ (inout ivec3 v, const int) { return ivec3 (v.x++, v.y++, v.z++); } -ivec4 operator ++ (inout ivec4 v, const int) { +ivec4 __operator ++ (inout ivec4 v, const int) { return ivec4 (v.x++, v.y++, v.z++, v.w++); } -mat2 operator ++ (inout mat2 m, const int) { +mat2 __operator ++ (inout mat2 m, const int) { return mat2 (m[0]++, m[1]++); } -mat3 operator ++ (inout mat3 m, const int) { +mat3 __operator ++ (inout mat3 m, const int) { return mat3 (m[0]++, m[1]++, m[2]++); } -mat4 operator ++ (inout mat4 m, const int) { +mat4 __operator ++ (inout mat4 m, const int) { return mat4 (m[0]++, m[1]++, m[2]++, m[3]++); } @@ -1451,39 +1451,39 @@ mat4 operator ++ (inout mat4 m, const int) { // greaterThan, and greaterThanEqual. // -bool operator < (const float a, const float b) { +bool __operator < (const float a, const float b) { bool c; __asm float_less c, a, b; return c; } -bool operator < (const int a, const int b) { +bool __operator < (const int a, const int b) { bool c; __asm int_less c, a, b; return c; } -bool operator > (const float a, const float b) { +bool __operator > (const float a, const float b) { return b < a; } -bool operator > (const int a, const int b) { +bool __operator > (const int a, const int b) { return b < a; } -bool operator >= (const float a, const float b) { +bool __operator >= (const float a, const float b) { return a > b || a == b; } -bool operator >= (const int a, const int b) { +bool __operator >= (const int a, const int b) { return a > b || a == b; } -bool operator <= (const float a, const float b) { +bool __operator <= (const float a, const float b) { return a < b || a == b; } -bool operator <= (const int a, const int b) { +bool __operator <= (const int a, const int b) { return a < b || a == b; } @@ -1494,129 +1494,129 @@ bool operator <= (const int a, const int b) { // equality results for vectors, use the built-in functions equal and notEqual. // -bool operator == (const float a, const float b) { +bool __operator == (const float a, const float b) { bool c; __asm float_equal c, a, b; return c; } -bool operator == (const int a, const int b) { +bool __operator == (const int a, const int b) { bool c; __asm int_equal c, a, b; return c; } -bool operator == (const bool a, const bool b) { +bool __operator == (const bool a, const bool b) { bool c; __asm bool_equal c, a, b; return c; } -bool operator == (const vec2 v, const vec2 u) { +bool __operator == (const vec2 v, const vec2 u) { return v.x == u.x && v.y == u.y; } -bool operator == (const vec3 v, const vec3 u) { +bool __operator == (const vec3 v, const vec3 u) { return v.x == u.x && v.y == u.y && v.z == u.z; } -bool operator == (const vec4 v, const vec4 u) { +bool __operator == (const vec4 v, const vec4 u) { return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w; } -bool operator == (const ivec2 v, const ivec2 u) { +bool __operator == (const ivec2 v, const ivec2 u) { return v.x == u.x && v.y == u.y; } -bool operator == (const ivec3 v, const ivec3 u) { +bool __operator == (const ivec3 v, const ivec3 u) { return v.x == u.x && v.y == u.y && v.z == u.z; } -bool operator == (const ivec4 v, const ivec4 u) { +bool __operator == (const ivec4 v, const ivec4 u) { return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w; } -bool operator == (const bvec2 v, const bvec2 u) { +bool __operator == (const bvec2 v, const bvec2 u) { return v.x == u.x && v.y == u.y; } -bool operator == (const bvec3 v, const bvec3 u) { +bool __operator == (const bvec3 v, const bvec3 u) { return v.x == u.x && v.y == u.y && v.z == u.z; } -bool operator == (const bvec4 v, const bvec4 u) { +bool __operator == (const bvec4 v, const bvec4 u) { return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w; } -bool operator == (const mat2 m, const mat2 n) { +bool __operator == (const mat2 m, const mat2 n) { return m[0] == n[0] && m[1] == n[1]; } -bool operator == (const mat3 m, const mat3 n) { +bool __operator == (const mat3 m, const mat3 n) { return m[0] == n[0] && m[1] == n[1] && m[2] == n[2]; } -bool operator == (const mat4 m, const mat4 n) { +bool __operator == (const mat4 m, const mat4 n) { return m[0] == n[0] && m[1] == n[1] && m[2] == n[2] && m[3] == n[3]; } -bool operator != (const float a, const float b) { +bool __operator != (const float a, const float b) { return !(a == b); } -bool operator != (const int a, const int b) { +bool __operator != (const int a, const int b) { return !(a == b); } -bool operator != (const bool a, const bool b) { +bool __operator != (const bool a, const bool b) { return !(a == b); } -bool operator != (const vec2 v, const vec2 u) { +bool __operator != (const vec2 v, const vec2 u) { return v.x != u.x || v.y != u.y; } -bool operator != (const vec3 v, const vec3 u) { +bool __operator != (const vec3 v, const vec3 u) { return v.x != u.x || v.y != u.y || v.z != u.z; } -bool operator != (const vec4 v, const vec4 u) { +bool __operator != (const vec4 v, const vec4 u) { return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w; } -bool operator != (const ivec2 v, const ivec2 u) { +bool __operator != (const ivec2 v, const ivec2 u) { return v.x != u.x || v.y != u.y; } -bool operator != (const ivec3 v, const ivec3 u) { +bool __operator != (const ivec3 v, const ivec3 u) { return v.x != u.x || v.y != u.y || v.z != u.z; } -bool operator != (const ivec4 v, const ivec4 u) { +bool __operator != (const ivec4 v, const ivec4 u) { return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w; } -bool operator != (const bvec2 v, const bvec2 u) { +bool __operator != (const bvec2 v, const bvec2 u) { return v.x != u.x || v.y != u.y; } -bool operator != (const bvec3 v, const bvec3 u) { +bool __operator != (const bvec3 v, const bvec3 u) { return v.x != u.x || v.y != u.y || v.z != u.z; } -bool operator != (const bvec4 v, const bvec4 u) { +bool __operator != (const bvec4 v, const bvec4 u) { return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w; } -bool operator != (const mat2 m, const mat2 n) { +bool __operator != (const mat2 m, const mat2 n) { return m[0] != n[0] || m[1] != n[1]; } -bool operator != (const mat3 m, const mat3 n) { +bool __operator != (const mat3 m, const mat3 n) { return m[0] != n[0] || m[1] != n[1] || m[2] != n[2]; } -bool operator != (const mat4 m, const mat4 n) { +bool __operator != (const mat4 m, const mat4 n) { return m[0] != n[0] || m[1] != n[1] || m[2] != n[2] || m[3] != n[3]; } @@ -1628,17 +1628,17 @@ bool operator != (const mat4 m, const mat4 n) { // (^^) will always evaluate both operands. // -bool operator ^^ (const bool a, const bool b) { +bool __operator ^^ (const bool a, const bool b) { return a != b; } // // [These operators are handled internally by the compiler:] // -// bool operator && (bool a, bool b) { +// bool __operator && (bool a, bool b) { // return a ? b : false; // } -// bool operator || (bool a, bool b) { +// bool __operator || (bool a, bool b) { // return a ? true : b; // } // @@ -1648,7 +1648,7 @@ bool operator ^^ (const bool a, const bool b) { // Boolean expression. To operate on a vector, use the built-in function not. // -bool operator ! (const bool a) { +bool __operator ! (const bool a) { return a == false; } -- 2.7.4