Comments (3)
@Mee-gu please update the progress here.
from glsl-optimizer.
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rename struct name and function name.
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remove in/out storage qualifiers when generating msl.
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add shader file for test.
from glsl-optimizer.
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genType radians (genType degrees)
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genType degrees (genType radians)
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genType sin (genType angle)
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genType cos (genType angle)
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genType tan (genType angle)
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genType asin (genType x)
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genType acos (genType x)
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genType atan (genType y, genType x)
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genType atan (genType y_over_x)
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genType pow (genType x, genType y)
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genType exp (genType x)
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genType log (genType x)
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genType exp2 (genType x)
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genType log2 (genType x)
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genType sqrt (genType x)
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genType inversesqrt (genType x) --> convert to genType rsqrt(genType x)
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genType abs (genType x)
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genType sign (genType x)
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genType floor (genType x)
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genType ceil (genType x)
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genType fract (genType x)
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genType mod (genType x, float y) --> convert to genType fmod(genType x, float y)
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genType mod (genType x, genType y) --> convert to genType fmod(genType x, genType y)
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genType min (genType x, genType y)
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genType min (genType x, float y)
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genType max (genType x, genType y)
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genType max (genType x, float y)
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genType clamp (genType x,
genType minVal,
genType maxVal) -
genType clamp (genType x,
float minVal,
float maxVal) -
genType mix (genType x,
genType y,
genType a) -
genType mix (genType x,
genType y,
float a) -
genType step (genType edge, genType x)
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genType step (float edge, genType x)
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genType smoothstep (genType edge0,
genType edge1,
genType x) -
genType smoothstep (float edge0,
float edge1,
genType x) -
float length (genType x)
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float distance (genType p0, genType p1)
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float dot (genType x, genType y)
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vec3 cross (vec3 x, vec3 y)
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genType normalize (genType x)
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genType faceforward(genType N,
genType I,
genType Nref) -
genType reflect (genType I, genType N)
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genType refract(genType I, genType N,
float eta) -
mat matrixCompMult (mat x, mat y)
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bvec lessThan(vec x, vec y)
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bvec lessThan(ivec x, ivec y)
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bvec lessThanEqual(vec x, vec y)
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bvec lessThanEqual(ivec x, ivec y)
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bvec greaterThan(vec x, vec y)
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bvec greaterThan(ivec x, ivec y)
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bvec greaterThanEqual(vec x, vec y)
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bvec greaterThanEqual(ivec x, ivec y)
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bvec equal(vec x, vec y)
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bvec equal(ivec x, ivec y)
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bvec equal(bvec x, bvec y)
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bvec notEqual(vec x, vec y)
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bvec notEqual(ivec x, ivec y)
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bvec notEqual(bvec x, bvec y)
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bool any(bvec x)
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bool all(bvec x)
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bvec not(bvec x)
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vec4 texture2D (sampler2D sampler, vec2 coord )
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vec4 texture2D (sampler2D sampler, vec2 coord, float bias)
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vec4 texture2DProj (sampler2D sampler, vec3 coord )
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vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias)
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vec4 texture2DProj (sampler2D sampler, vec4 coord)
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vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias)
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vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod)
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vec4 texture2DProjLod (sampler2D sampler, vec3 coord, float lod)
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vec4 texture2DProjLod (sampler2D sampler, vec4 coord, float lod)
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vec4 textureCube (samplerCube sampler, vec3 coord )
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vec4 textureCube (samplerCube sampler, vec3 coord, float bias )
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vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod)
from glsl-optimizer.
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from glsl-optimizer.