2022-08-05 15:15:17 +00:00
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#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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f16vec2 tint_acosh(f16vec2 x) {
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return mix(acosh(x), f16vec2(0.0hf), lessThan(x, f16vec2(1.0hf)));
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}
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void acosh_5f49d8() {
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2022-11-10 02:39:08 +00:00
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f16vec2 arg_0 = f16vec2(2.0hf);
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2022-08-05 15:15:17 +00:00
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f16vec2 res = tint_acosh(arg_0);
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}
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vec4 vertex_main() {
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acosh_5f49d8();
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return vec4(0.0f);
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}
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void main() {
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gl_PointSize = 1.0;
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vec4 inner_result = vertex_main();
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gl_Position = inner_result;
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gl_Position.y = -(gl_Position.y);
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gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
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return;
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}
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#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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precision mediump float;
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f16vec2 tint_acosh(f16vec2 x) {
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return mix(acosh(x), f16vec2(0.0hf), lessThan(x, f16vec2(1.0hf)));
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}
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void acosh_5f49d8() {
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2022-11-10 02:39:08 +00:00
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f16vec2 arg_0 = f16vec2(2.0hf);
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2022-08-05 15:15:17 +00:00
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f16vec2 res = tint_acosh(arg_0);
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}
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void fragment_main() {
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acosh_5f49d8();
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}
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void main() {
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fragment_main();
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return;
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}
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#version 310 es
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#extension GL_AMD_gpu_shader_half_float : require
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f16vec2 tint_acosh(f16vec2 x) {
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return mix(acosh(x), f16vec2(0.0hf), lessThan(x, f16vec2(1.0hf)));
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}
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void acosh_5f49d8() {
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2022-11-10 02:39:08 +00:00
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f16vec2 arg_0 = f16vec2(2.0hf);
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2022-08-05 15:15:17 +00:00
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f16vec2 res = tint_acosh(arg_0);
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}
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void compute_main() {
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acosh_5f49d8();
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void main() {
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compute_main();
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return;
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}
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