2022-02-23 14:32:14 +00:00
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#version 310 es
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int tint_first_trailing_bit(int v) {
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uint x = uint(v);
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uint b16 = (bool((x & 65535u)) ? 0u : 16u);
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x = (x >> b16);
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uint b8 = (bool((x & 255u)) ? 0u : 8u);
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x = (x >> b8);
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uint b4 = (bool((x & 15u)) ? 0u : 4u);
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x = (x >> b4);
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uint b2 = (bool((x & 3u)) ? 0u : 2u);
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x = (x >> b2);
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uint b1 = (bool((x & 1u)) ? 0u : 1u);
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uint is_zero = ((x == 0u) ? 4294967295u : 0u);
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return int((((((b16 | b8) | b4) | b2) | b1) | is_zero));
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}
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void firstTrailingBit_3a2acc() {
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int res = tint_first_trailing_bit(1);
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}
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vec4 vertex_main() {
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firstTrailingBit_3a2acc();
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return vec4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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void main() {
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2022-04-22 21:25:02 +00:00
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gl_PointSize = 1.0;
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2022-02-23 14:32:14 +00:00
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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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precision mediump float;
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int tint_first_trailing_bit(int v) {
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uint x = uint(v);
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uint b16 = (bool((x & 65535u)) ? 0u : 16u);
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x = (x >> b16);
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uint b8 = (bool((x & 255u)) ? 0u : 8u);
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x = (x >> b8);
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uint b4 = (bool((x & 15u)) ? 0u : 4u);
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x = (x >> b4);
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uint b2 = (bool((x & 3u)) ? 0u : 2u);
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x = (x >> b2);
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uint b1 = (bool((x & 1u)) ? 0u : 1u);
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uint is_zero = ((x == 0u) ? 4294967295u : 0u);
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return int((((((b16 | b8) | b4) | b2) | b1) | is_zero));
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}
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void firstTrailingBit_3a2acc() {
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int res = tint_first_trailing_bit(1);
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}
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void fragment_main() {
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firstTrailingBit_3a2acc();
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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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int tint_first_trailing_bit(int v) {
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uint x = uint(v);
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uint b16 = (bool((x & 65535u)) ? 0u : 16u);
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x = (x >> b16);
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uint b8 = (bool((x & 255u)) ? 0u : 8u);
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x = (x >> b8);
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uint b4 = (bool((x & 15u)) ? 0u : 4u);
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x = (x >> b4);
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uint b2 = (bool((x & 3u)) ? 0u : 2u);
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x = (x >> b2);
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uint b1 = (bool((x & 1u)) ? 0u : 1u);
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uint is_zero = ((x == 0u) ? 4294967295u : 0u);
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return int((((((b16 | b8) | b4) | b2) | b1) | is_zero));
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}
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void firstTrailingBit_3a2acc() {
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int res = tint_first_trailing_bit(1);
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}
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void compute_main() {
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firstTrailingBit_3a2acc();
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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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