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minggo avatar minggo commented on May 29, 2024

@Mee-gu please update the progress here.

from glsl-optimizer.

Mee-gu avatar Mee-gu commented on May 29, 2024
  • rename struct name and function name.

  • remove in/out storage qualifiers when generating msl.

  • add shader file for test.

  • see more

from glsl-optimizer.

Mee-gu avatar Mee-gu commented on May 29, 2024
  • genType radians (genType degrees)

  • genType degrees (genType radians)

  • genType sin (genType angle)

  • genType cos (genType angle)

  • genType tan (genType angle)

  • genType asin (genType x)

  • genType acos (genType x)

  • genType atan (genType y, genType x)

  • genType atan (genType y_over_x)

  • genType pow (genType x, genType y)

  • genType exp (genType x)

  • genType log (genType x)

  • genType exp2 (genType x)

  • genType log2 (genType x)

  • genType sqrt (genType x)

  • genType inversesqrt (genType x) --> convert to genType rsqrt(genType x)

  • genType abs (genType x)

  • genType sign (genType x)

  • genType floor (genType x)

  • genType ceil (genType x)

  • genType fract (genType x)

  • genType mod (genType x, float y) --> convert to genType fmod(genType x, float y)

  • genType mod (genType x, genType y) --> convert to genType fmod(genType x, genType y)

  • genType min (genType x, genType y)

  • genType min (genType x, float y)

  • genType max (genType x, genType y)

  • genType max (genType x, float y)

  • 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)

  • genType step (float edge, genType x)

  • genType smoothstep (genType edge0,
    genType edge1,
    genType x)

  • genType smoothstep (float edge0,
    float edge1,
    genType x)

  • float length (genType x)

  • float distance (genType p0, genType p1)

  • float dot (genType x, genType y)

  • vec3 cross (vec3 x, vec3 y)

  • genType normalize (genType x)

  • genType faceforward(genType N,
    genType I,
    genType Nref)

  • genType reflect (genType I, genType N)

  • genType refract(genType I, genType N,
    float eta)

  • mat matrixCompMult (mat x, mat y)

  • bvec lessThan(vec x, vec y)

  • bvec lessThan(ivec x, ivec y)

  • bvec lessThanEqual(vec x, vec y)

  • bvec lessThanEqual(ivec x, ivec y)

  • bvec greaterThan(vec x, vec y)

  • bvec greaterThan(ivec x, ivec y)

  • bvec greaterThanEqual(vec x, vec y)

  • bvec greaterThanEqual(ivec x, ivec y)

  • bvec equal(vec x, vec y)

  • bvec equal(ivec x, ivec y)

  • bvec equal(bvec x, bvec y)

  • bvec notEqual(vec x, vec y)

  • bvec notEqual(ivec x, ivec y)

  • bvec notEqual(bvec x, bvec y)

  • bool any(bvec x)

  • bool all(bvec x)

  • bvec not(bvec x)

  • vec4 texture2D (sampler2D sampler, vec2 coord )

  • vec4 texture2D (sampler2D sampler, vec2 coord, float bias)

  • vec4 texture2DProj (sampler2D sampler, vec3 coord )

  • vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias)

  • vec4 texture2DProj (sampler2D sampler, vec4 coord)

  • vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias)

  • vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod)

  • vec4 texture2DProjLod (sampler2D sampler, vec3 coord, float lod)

  • vec4 texture2DProjLod (sampler2D sampler, vec4 coord, float lod)

  • vec4 textureCube (samplerCube sampler, vec3 coord )

  • vec4 textureCube (samplerCube sampler, vec3 coord, float bias )

  • vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod)

from glsl-optimizer.

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