vec2 select2(vec2 a, vec2 b, bvec2 c) { vec2 ret; ret.x = c.x ? b.x : a.x; ret.y = c.y ? b.y : a.y; return ret; } vec3 select3(vec3 a, vec3 b, bvec3 c) { vec3 ret; ret.x = c.x ? b.x : a.x; ret.y = c.y ? b.y : a.y; ret.z = c.z ? b.z : a.z; return ret; } vec4 select4(vec4 a, vec4 b, bvec4 c) { vec4 ret; ret.x = c.x ? b.x : a.x; ret.y = c.y ? b.y : a.y; ret.z = c.z ? b.z : a.z; ret.w = c.w ? b.w : a.w; return ret; } highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord) { float x_coord = float(2 * coord.x + 1) / float(size.x * 2); float y_coord = float(2 * coord.y + 1) / float(size.y * 2); return texture2DLod(tex, vec2(x_coord, y_coord), 0.0); } #if defined(SINH_USED) highp float sinh(highp float x) { return 0.5 * (exp(x) - exp(-x)); } highp vec2 sinh(highp vec2 x) { return 0.5 * vec2(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y)); } highp vec3 sinh(highp vec3 x) { return 0.5 * vec3(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y), exp(x.z) - exp(-x.z)); } highp vec4 sinh(highp vec4 x) { return 0.5 * vec4(exp(x.x) - exp(-x.x), exp(x.y) - exp(-x.y), exp(x.z) - exp(-x.z), exp(x.w) - exp(-x.w)); } #endif #if defined(COSH_USED) highp float cosh(highp float x) { return 0.5 * (exp(x) + exp(-x)); } highp vec2 cosh(highp vec2 x) { return 0.5 * vec2(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y)); } highp vec3 cosh(highp vec3 x) { return 0.5 * vec3(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y), exp(x.z) + exp(-x.z)); } highp vec4 cosh(highp vec4 x) { return 0.5 * vec4(exp(x.x) + exp(-x.x), exp(x.y) + exp(-x.y), exp(x.z) + exp(-x.z), exp(x.w) + exp(-x.w)); } #endif #if defined(TANH_USED) highp float tanh(highp float x) { highp float exp2x = exp(2.0 * x); return (exp2x - 1.0) / (exp2x + 1.0); } highp vec2 tanh(highp vec2 x) { highp float exp2x = exp(2.0 * x.x); highp float exp2y = exp(2.0 * x.y); return vec2((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0)); } highp vec3 tanh(highp vec3 x) { highp float exp2x = exp(2.0 * x.x); highp float exp2y = exp(2.0 * x.y); highp float exp2z = exp(2.0 * x.z); return vec3((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0), (exp2z - 1.0) / (exp2z + 1.0)); } highp vec4 tanh(highp vec4 x) { highp float exp2x = exp(2.0 * x.x); highp float exp2y = exp(2.0 * x.y); highp float exp2z = exp(2.0 * x.z); highp float exp2w = exp(2.0 * x.w); return vec4((exp2x - 1.0) / (exp2x + 1.0), (exp2y - 1.0) / (exp2y + 1.0), (exp2z - 1.0) / (exp2z + 1.0), (exp2w - 1.0) / (exp2w + 1.0)); } #endif #if defined(ASINH_USED) highp float asinh(highp float x) { return sign(x) * log(abs(x) + sqrt(1.0 + x * x)); } highp vec2 asinh(highp vec2 x) { return vec2(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y))); } highp vec3 asinh(highp vec3 x) { return vec3(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)), sign(x.z) * log(abs(x.z) + sqrt(1.0 + x.z * x.z))); } highp vec4 asinh(highp vec4 x) { return vec4(sign(x.x) * log(abs(x.x) + sqrt(1.0 + x.x * x.x)), sign(x.y) * log(abs(x.y) + sqrt(1.0 + x.y * x.y)), sign(x.z) * log(abs(x.z) + sqrt(1.0 + x.z * x.z)), sign(x.w) * log(abs(x.w) + sqrt(1.0 + x.w * x.w))); } #endif #if defined(ACOSH_USED) highp float acosh(highp float x) { return log(x + sqrt(x * x - 1.0)); } highp vec2 acosh(highp vec2 x) { return vec2(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0))); } highp vec3 acosh(highp vec3 x) { return vec3(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)), log(x.z + sqrt(x.z * x.z - 1.0))); } highp vec4 acosh(highp vec4 x) { return vec4(log(x.x + sqrt(x.x * x.x - 1.0)), log(x.y + sqrt(x.y * x.y - 1.0)), log(x.z + sqrt(x.z * x.z - 1.0)), log(x.w + sqrt(x.w * x.w - 1.0))); } #endif #if defined(ATANH_USED) highp float atanh(highp float x) { return 0.5 * log((1.0 + x) / (1.0 - x)); } highp vec2 atanh(highp vec2 x) { return 0.5 * vec2(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y))); } highp vec3 atanh(highp vec3 x) { return 0.5 * vec3(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)), log((1.0 + x.z) / (1.0 - x.z))); } highp vec4 atanh(highp vec4 x) { return 0.5 * vec4(log((1.0 + x.x) / (1.0 - x.x)), log((1.0 + x.y) / (1.0 - x.y)), log((1.0 + x.z) / (1.0 - x.z)), log((1.0 + x.w) / (1.0 - x.w))); } #endif #if defined(ROUND_USED) highp float round(highp float x) { return floor(x + 0.5); } highp vec2 round(highp vec2 x) { return floor(x + vec2(0.5)); } highp vec3 round(highp vec3 x) { return floor(x + vec3(0.5)); } highp vec4 round(highp vec4 x) { return floor(x + vec4(0.5)); } #endif #if defined(ROUND_EVEN_USED) highp float roundEven(highp float x) { highp float t = x + 0.5; highp float f = floor(t); highp float r; if (t == f) { if (x > 0) r = f - mod(f, 2); else r = f + mod(f, 2); } else r = f; return r; } highp vec2 roundEven(highp vec2 x) { return vec2(roundEven(x.x), roundEven(x.y)); } highp vec3 roundEven(highp vec3 x) { return vec3(roundEven(x.x), roundEven(x.y), roundEven(x.z)); } highp vec4 roundEven(highp vec4 x) { return vec4(roundEven(x.x), roundEven(x.y), roundEven(x.z), roundEven(x.w)); } #endif #if defined(IS_INF_USED) bool isinf(highp float x) { return (2 * x == x) && (x != 0); } bvec2 isinf(highp vec2 x) { return bvec2((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0)); } bvec3 isinf(highp vec3 x) { return bvec3((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0), (2 * x.z == x.z) && (x.z != 0)); } bvec4 isinf(highp vec4 x) { return bvec4((2 * x.x == x.x) && (x.x != 0), (2 * x.y == x.y) && (x.y != 0), (2 * x.z == x.z) && (x.z != 0), (2 * x.w == x.w) && (x.w != 0)); } #endif #if defined(IS_NAN_USED) bool isnan(highp float x) { return x != x; } bvec2 isnan(highp vec2 x) { return bvec2(x.x != x.x, x.y != x.y); } bvec3 isnan(highp vec3 x) { return bvec3(x.x != x.x, x.y != x.y, x.z != x.z); } bvec4 isnan(highp vec4 x) { return bvec4(x.x != x.x, x.y != x.y, x.z != x.z, x.w != x.w); } #endif #if defined(TRUNC_USED) highp float trunc(highp float x) { return x < 0 ? -floor(-x) : floor(x); } highp vec2 trunc(highp vec2 x) { return vec2(x.x < 0 ? -floor(-x.x) : floor(x.x), x.y < 0 ? -floor(-x.y) : floor(x.y)); } highp vec3 trunc(highp vec3 x) { return vec3(x.x < 0 ? -floor(-x.x) : floor(x.x), x.y < 0 ? -floor(-x.y) : floor(x.y), x.z < 0 ? -floor(-x.z) : floor(x.z)); } highp vec4 trunc(highp vec4 x) { return vec4(x.x < 0 ? -floor(-x.x) : floor(x.x), x.y < 0 ? -floor(-x.y) : floor(x.y), x.z < 0 ? -floor(-x.z) : floor(x.z), x.w < 0 ? -floor(-x.w) : floor(x.w)); } #endif #if defined(DETERMINANT_USED) highp float determinant(highp mat2 m) { return m[0].x * m[1].y - m[1].x * m[0].y; } highp float determinant(highp mat3 m) { return m[0].x * (m[1].y * m[2].z - m[2].y * m[1].z) - m[1].x * (m[0].y * m[2].z - m[2].y * m[0].z) + m[2].x * (m[0].y * m[1].z - m[1].y * m[0].z); } highp float determinant(highp mat4 m) { highp float s00 = m[2].z * m[3].w - m[3].z * m[2].w; highp float s01 = m[2].y * m[3].w - m[3].y * m[2].w; highp float s02 = m[2].y * m[3].z - m[3].y * m[2].z; highp float s03 = m[2].x * m[3].w - m[3].x * m[2].w; highp float s04 = m[2].x * m[3].z - m[3].x * m[2].z; highp float s05 = m[2].x * m[3].y - m[3].x * m[2].y; highp vec4 c = vec4((m[1].y * s00 - m[1].z * s01 + m[1].w * s02), -(m[1].x * s00 - m[1].z * s03 + m[1].w * s04), (m[1].x * s01 - m[1].y * s03 + m[1].w * s05), -(m[1].x * s02 - m[1].y * s04 + m[1].z * s05)); return m[0].x * c.x + m[0].y * c.y + m[0].z * c.z + m[0].w * c.w; } #endif #if defined(INVERSE_USED) highp mat2 inverse(highp mat2 m) { highp float d = 1.0 / (m[0].x * m[1].y - m[1].x * m[0].y); return mat2( vec2(m[1].y * d, -m[0].y * d), vec2(-m[1].x * d, m[0].x * d)); } highp mat3 inverse(highp mat3 m) { highp float d = 1.0 / (m[0].x * (m[1].y * m[2].z - m[2].y * m[1].z) - m[1].x * (m[0].y * m[2].z - m[2].y * m[0].z) + m[2].x * (m[0].y * m[1].z - m[1].y * m[0].z)); return mat3( vec3((m[1].y * m[2].z - m[2].y * m[1].z), -(m[1].x * m[2].z - m[2].x * m[1].z), (m[1].x * m[2].y - m[2].x * m[1].y)) * d, vec3(-(m[0].y * m[2].z - m[2].y * m[0].z), (m[0].x * m[2].z - m[2].x * m[0].z), -(m[0].x * m[2].y - m[2].x * m[0].y)) * d, vec3((m[0].y * m[1].z - m[1].y * m[0].z), -(m[0].x * m[1].z - m[1].x * m[0].z), (m[0].x * m[1].y - m[1].x * m[0].y)) * d); } highp mat4 inverse(highp mat4 m) { highp float c00 = m[2].z * m[3].w - m[3].z * m[2].w; highp float c02 = m[1].z * m[3].w - m[3].z * m[1].w; highp float c03 = m[1].z * m[2].w - m[2].z * m[1].w; highp float c04 = m[2].y * m[3].w - m[3].y * m[2].w; highp float c06 = m[1].y * m[3].w - m[3].y * m[1].w; highp float c07 = m[1].y * m[2].w - m[2].y * m[1].w; highp float c08 = m[2].y * m[3].z - m[3].y * m[2].z; highp float c10 = m[1].y * m[3].z - m[3].y * m[1].z; highp float c11 = m[1].y * m[2].z - m[2].y * m[1].z; highp float c12 = m[2].x * m[3].w - m[3].x * m[2].w; highp float c14 = m[1].x * m[3].w - m[3].x * m[1].w; highp float c15 = m[1].x * m[2].w - m[2].x * m[1].w; highp float c16 = m[2].x * m[3].z - m[3].x * m[2].z; highp float c18 = m[1].x * m[3].z - m[3].x * m[1].z; highp float c19 = m[1].x * m[2].z - m[2].x * m[1].z; highp float c20 = m[2].x * m[3].y - m[3].x * m[2].y; highp float c22 = m[1].x * m[3].y - m[3].x * m[1].y; highp float c23 = m[1].x * m[2].y - m[2].x * m[1].y; vec4 f0 = vec4(c00, c00, c02, c03); vec4 f1 = vec4(c04, c04, c06, c07); vec4 f2 = vec4(c08, c08, c10, c11); vec4 f3 = vec4(c12, c12, c14, c15); vec4 f4 = vec4(c16, c16, c18, c19); vec4 f5 = vec4(c20, c20, c22, c23); vec4 v0 = vec4(m[1].x, m[0].x, m[0].x, m[0].x); vec4 v1 = vec4(m[1].y, m[0].y, m[0].y, m[0].y); vec4 v2 = vec4(m[1].z, m[0].z, m[0].z, m[0].z); vec4 v3 = vec4(m[1].w, m[0].w, m[0].w, m[0].w); vec4 inv0 = vec4(v1 * f0 - v2 * f1 + v3 * f2); vec4 inv1 = vec4(v0 * f0 - v2 * f3 + v3 * f4); vec4 inv2 = vec4(v0 * f1 - v1 * f3 + v3 * f5); vec4 inv3 = vec4(v0 * f2 - v1 * f4 + v2 * f5); vec4 sa = vec4(+1, -1, +1, -1); vec4 sb = vec4(-1, +1, -1, +1); mat4 inv = mat4(inv0 * sa, inv1 * sb, inv2 * sa, inv3 * sb); vec4 r0 = vec4(inv[0].x, inv[1].x, inv[2].x, inv[3].x); vec4 d0 = vec4(m[0] * r0); highp float d1 = (d0.x + d0.y) + (d0.z + d0.w); highp float d = 1.0 / d1; return inv * d; } #endif #ifndef USE_GLES_OVER_GL #if defined(TRANSPOSE_USED) highp mat2 transpose(highp mat2 m) { return mat2( vec2(m[0].x, m[1].x), vec2(m[0].y, m[1].y)); } highp mat3 transpose(highp mat3 m) { return mat3( vec3(m[0].x, m[1].x, m[2].x), vec3(m[0].y, m[1].y, m[2].y), vec3(m[0].z, m[1].z, m[2].z)); } #endif highp mat4 transpose(highp mat4 m) { return mat4( vec4(m[0].x, m[1].x, m[2].x, m[3].x), vec4(m[0].y, m[1].y, m[2].y, m[3].y), vec4(m[0].z, m[1].z, m[2].z, m[3].z), vec4(m[0].w, m[1].w, m[2].w, m[3].w)); } #if defined(OUTER_PRODUCT_USED) highp mat2 outerProduct(highp vec2 c, highp vec2 r) { return mat2(c * r.x, c * r.y); } highp mat3 outerProduct(highp vec3 c, highp vec3 r) { return mat3(c * r.x, c * r.y, c * r.z); } highp mat4 outerProduct(highp vec4 c, highp vec4 r) { return mat4(c * r.x, c * r.y, c * r.z, c * r.w); } #endif #if defined(FMA_USED) highp float fma(highp float a, highp float b, highp float c) { return a * b + c; } highp vec2 fma(highp vec2 a, highp vec2 b, highp vec2 c) { return a * b + c; } highp vec3 fma(highp vec3 a, highp vec3 b, highp vec3 c) { return a * b + c; } highp vec4 fma(highp vec4 a, highp vec4 b, highp vec4 c) { return a * b + c; } #endif #endif