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authorReinhard Tartler <siretart@tauware.de>2011-10-10 17:43:39 +0200
committerReinhard Tartler <siretart@tauware.de>2011-10-10 17:43:39 +0200
commitf4092abdf94af6a99aff944d6264bc1284e8bdd4 (patch)
tree2ac1c9cc16ceb93edb2c4382c088dac5aeafdf0f /nx-X11/extras/Mesa/src/mesa/shader/slang/library
parenta840692edc9c6d19cd7c057f68e39c7d95eb767d (diff)
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Imported nx-X11-3.1.0-1.tar.gznx-X11/3.1.0-1
Summary: Imported nx-X11-3.1.0-1.tar.gz Keywords: Imported nx-X11-3.1.0-1.tar.gz into Git repository
Diffstat (limited to 'nx-X11/extras/Mesa/src/mesa/shader/slang/library')
-rwxr-xr-xnx-X11/extras/Mesa/src/mesa/shader/slang/library/gc_to_bin.c79
-rw-r--r--nx-X11/extras/Mesa/src/mesa/shader/slang/library/gc_to_string.py55
-rwxr-xr-xnx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin.gc1410
-rw-r--r--nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin_gc.h1410
-rwxr-xr-xnx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin_gc_bin.h943
-rwxr-xr-xnx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_core.gc1565
-rw-r--r--nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_core_gc.h1565
-rwxr-xr-xnx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_core_gc_bin.h490
-rwxr-xr-xnx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_fragment_builtin.gc366
-rw-r--r--nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_fragment_builtin_gc.h366
-rwxr-xr-xnx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_fragment_builtin_gc_bin.h87
-rw-r--r--nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_shader.syn1508
-rw-r--r--nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_shader_syn.h758
-rwxr-xr-xnx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_version.syn118
-rwxr-xr-xnx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_version_syn.h64
-rwxr-xr-xnx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin.gc262
-rw-r--r--nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin_gc.h262
-rwxr-xr-xnx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin_gc_bin.h82
18 files changed, 11390 insertions, 0 deletions
diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/gc_to_bin.c b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/gc_to_bin.c
new file mode 100755
index 000000000..4bd211442
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/gc_to_bin.c
@@ -0,0 +1,79 @@
+#include "../../grammar/grammar_crt.h"
+#include "../../grammar/grammar_crt.c"
+#include <stdio.h>
+
+static const char *slang_shader_syn =
+#include "slang_shader_syn.h"
+;
+
+static void gc_to_bin (grammar id, const char *in, const char *out)
+{
+ FILE *f;
+ byte *source, *prod;
+ unsigned int size, i, line = 0;
+
+ f = fopen (in, "r");
+ if (f == NULL)
+ return;
+ fseek (f, 0, SEEK_END);
+ size = ftell (f);
+ fseek (f, 0, SEEK_SET);
+ source = (byte *) grammar_alloc_malloc (size + 1);
+ source[fread (source, 1, size, f)] = '\0';
+ fclose (f);
+
+ if (!grammar_fast_check (id, source, &prod, &size, 65536))
+ {
+ grammar_alloc_free (source);
+ return;
+ }
+
+ f = fopen (out, "w");
+ for (i = 0; i < size; i++)
+ {
+ unsigned int a;
+ if (prod[i] < 10)
+ a = 1;
+ else if (prod[i] < 100)
+ a = 2;
+ else
+ a = 3;
+ if (i < size - 1)
+ a++;
+ if (line + a > 100)
+ {
+ fprintf (f, "\n");
+ line = 0;
+ }
+ line += a;
+ fprintf (f, "%d", prod[i]);
+ if (i < size - 1)
+ fprintf (f, ",");
+ }
+ fclose (f);
+ grammar_alloc_free (prod);
+}
+
+int main ()
+{
+ grammar id;
+
+ id = grammar_load_from_text ((const byte *) slang_shader_syn);
+ if (id == 0)
+ return 1;
+
+ grammar_set_reg8 (id, (const byte *) "parsing_builtin", 1);
+
+ grammar_set_reg8 (id, (const byte *) "shader_type", 1);
+ gc_to_bin (id, "slang_core.gc", "slang_core_gc_bin.h");
+ gc_to_bin (id, "slang_common_builtin.gc", "slang_common_builtin_gc_bin.h");
+ gc_to_bin (id, "slang_fragment_builtin.gc", "slang_fragment_builtin_gc_bin.h");
+
+ grammar_set_reg8 (id, (const byte *) "shader_type", 2);
+ gc_to_bin (id, "slang_vertex_builtin.gc", "slang_vertex_builtin_gc_bin.h");
+
+ grammar_destroy (id);
+
+ return 0;
+}
+
diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/gc_to_string.py b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/gc_to_string.py
new file mode 100644
index 000000000..a9d399fc1
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/gc_to_string.py
@@ -0,0 +1,55 @@
+#!/usr/bin/env python
+
+# Mesa 3-D graphics library
+# Version: 6.3
+#
+# Copyright (C) 2005 Brian Paul All Rights Reserved.
+#
+# Permission is hereby granted, free of charge, to any person obtaining a
+# copy of this software and associated documentation files (the "Software"),
+# to deal in the Software without restriction, including without limitation
+# the rights to use, copy, modify, merge, publish, distribute, sublicense,
+# and/or sell copies of the Software, and to permit persons to whom the
+# Software is furnished to do so, subject to the following conditions:
+#
+# The above copyright notice and this permission notice shall be included
+# in all copies or substantial portions of the Software.
+#
+# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+# OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+# BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+# AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+# CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+
+# author: Michal Krol
+
+# converts slang source file into a C header containing one big string
+# comments and trailing whitespaces are stripped
+# C style comments are not supported, only C++ style ones are
+# empty lines are kept to maintain line numbers correlation
+# escape characters are not handled except for newlines
+
+# example:
+# -- source file
+# // some comment
+#
+# attribute vec4 myPosition; // my vertex data
+# -- output file
+# "\n"
+# "\n"
+# "attribute vec4 myPosition;\n"
+
+# usage: gc_to_string.py filename.gc > filename_gc.h
+
+import sys
+
+f = open (sys.argv[1], 'r')
+s = f.readline ()
+while s != '':
+ s = s[0:s.find ('//')].rstrip ()
+ # output empty lines, too, so line numbers can be tracked
+ print '\"' + s + '\\n\"'
+ s = f.readline ()
+f.close ()
+
diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin.gc b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin.gc
new file mode 100755
index 000000000..0b3ed0e88
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin.gc
@@ -0,0 +1,1410 @@
+
+//
+// TODO:
+// - implement sin, asin, acos, atan, pow, log2, floor, ceil,
+// - implement texture1D, texture2D, texture3D, textureCube,
+// - implement shadow1D, shadow2D,
+// - implement noise1, noise2, noise3, noise4,
+//
+
+//
+// From Shader Spec, ver. 1.10, rev. 59
+//
+// The following built-in constants are provided to vertex and fragment shaders.
+//
+
+//
+// Implementation dependent constants. The example values below
+// are the minimum values allowed for these maximums.
+//
+
+const int gl_MaxLights = 8; // GL 1.0
+const int gl_MaxClipPlanes = 6; // GL 1.0
+const int gl_MaxTextureUnits = 2; // GL 1.3
+const int gl_MaxTextureCoords = 2; // ARB_fragment_program
+const int gl_MaxVertexAttribs = 16; // ARB_vertex_shader
+const int gl_MaxVertexUniformComponents = 512; // ARB_vertex_shader
+const int gl_MaxVaryingFloats = 32; // ARB_vertex_shader
+const int gl_MaxVertexTextureImageUnits = 0; // ARB_vertex_shader
+const int gl_MaxCombinedTextureImageUnits = 2; // ARB_vertex_shader
+const int gl_MaxTextureImageUnits = 2; // ARB_fragment_shader
+const int gl_MaxFragmentUniformComponents = 64; // ARB_fragment_shader
+const int gl_MaxDrawBuffers = 1; // proposed ARB_draw_buffers
+
+//
+// As an aid to accessing OpenGL processing state, the following uniform variables are built into
+// the OpenGL Shading Language. All page numbers and notations are references to the 1.4
+// specification.
+//
+
+//
+// Matrix state. p. 31, 32, 37, 39, 40.
+//
+
+uniform mat4 gl_ModelViewMatrix;
+uniform mat4 gl_ProjectionMatrix;
+uniform mat4 gl_ModelViewProjectionMatrix;
+uniform mat4 gl_TextureMatrix[gl_MaxTextureCoords];
+
+//
+// Derived matrix state that provides inverse and transposed versions
+// of the matrices above. Poorly conditioned matrices may result
+// in unpredictable values in their inverse forms.
+//
+uniform mat3 gl_NormalMatrix; // transpose of the inverse of the
+ // upper leftmost 3x3 of gl_ModelViewMatrix
+
+uniform mat4 gl_ModelViewMatrixInverse;
+uniform mat4 gl_ProjectionMatrixInverse;
+uniform mat4 gl_ModelViewProjectionMatrixInverse;
+uniform mat4 gl_TextureMatrixInverse[gl_MaxTextureCoords];
+
+uniform mat4 gl_ModelViewMatrixTranspose;
+uniform mat4 gl_ProjectionMatrixTranspose;
+uniform mat4 gl_ModelViewProjectionMatrixTranspose;
+uniform mat4 gl_TextureMatrixTranspose[gl_MaxTextureCoords];
+
+uniform mat4 gl_ModelViewMatrixInverseTranspose;
+uniform mat4 gl_ProjectionMatrixInverseTranspose;
+uniform mat4 gl_ModelViewProjectionMatrixInverseTranspose;
+uniform mat4 gl_TextureMatrixInverseTranspose[gl_MaxTextureCoords];
+
+//
+// Normal scaling p. 39.
+//
+
+uniform float gl_NormalScale;
+
+//
+// Depth range in window coordinates, p. 33
+//
+
+struct gl_DepthRangeParameters {
+ float near; // n
+ float far; // f
+ float diff; // f - n
+};
+
+uniform gl_DepthRangeParameters gl_DepthRange;
+
+//
+// Clip planes p. 42.
+//
+
+uniform vec4 gl_ClipPlane[gl_MaxClipPlanes];
+
+//
+// Point Size, p. 66, 67.
+//
+
+struct gl_PointParameters {
+ float size;
+ float sizeMin;
+ float sizeMax;
+ float fadeThresholdSize;
+ float distanceConstantAttenuation;
+ float distanceLinearAttenuation;
+ float distanceQuadraticAttenuation;
+};
+
+uniform gl_PointParameters gl_Point;
+
+//
+// Material State p. 50, 55.
+//
+
+struct gl_MaterialParameters {
+ vec4 emission; // Ecm
+ vec4 ambient; // Acm
+ vec4 diffuse; // Dcm
+ vec4 specular; // Scm
+ float shininess; // Srm
+};
+
+uniform gl_MaterialParameters gl_FrontMaterial;
+uniform gl_MaterialParameters gl_BackMaterial;
+
+//
+// Light State p 50, 53, 55.
+//
+
+struct gl_LightSourceParameters {
+ vec4 ambient; // Acli
+ vec4 diffuse; // Dcli
+ vec4 specular; // Scli
+ vec4 position; // Ppli
+ vec4 halfVector; // Derived: Hi
+ vec3 spotDirection; // Sdli
+ float spotExponent; // Srli
+ float spotCutoff; // Crli
+ // (range: [0.0,90.0], 180.0)
+ float spotCosCutoff; // Derived: cos(Crli)
+ // (range: [1.0,0.0],-1.0)
+ float constantAttenuation; // K0
+ float linearAttenuation; // K1
+ float quadraticAttenuation; // K2
+};
+
+uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights];
+
+struct gl_LightModelParameters {
+ vec4 ambient; // Acs
+};
+
+uniform gl_LightModelParameters gl_LightModel;
+
+//
+// Derived state from products of light and material.
+//
+
+struct gl_LightModelProducts {
+ vec4 sceneColor; // Derived. Ecm + Acm * Acs
+};
+
+uniform gl_LightModelProducts gl_FrontLightModelProduct;
+uniform gl_LightModelProducts gl_BackLightModelProduct;
+
+struct gl_LightProducts {
+ vec4 ambient; // Acm * Acli
+ vec4 diffuse; // Dcm * Dcli
+ vec4 specular; // Scm * Scli
+};
+
+uniform gl_LightProducts gl_FrontLightProduct[gl_MaxLights];
+uniform gl_LightProducts gl_BackLightProduct[gl_MaxLights];
+
+//
+// Texture Environment and Generation, p. 152, p. 40-42.
+//
+
+uniform vec4 gl_TextureEnvColor[gl_MaxTextureImageUnits];
+uniform vec4 gl_EyePlaneS[gl_MaxTextureCoords];
+uniform vec4 gl_EyePlaneT[gl_MaxTextureCoords];
+uniform vec4 gl_EyePlaneR[gl_MaxTextureCoords];
+uniform vec4 gl_EyePlaneQ[gl_MaxTextureCoords];
+uniform vec4 gl_ObjectPlaneS[gl_MaxTextureCoords];
+uniform vec4 gl_ObjectPlaneT[gl_MaxTextureCoords];
+uniform vec4 gl_ObjectPlaneR[gl_MaxTextureCoords];
+uniform vec4 gl_ObjectPlaneQ[gl_MaxTextureCoords];
+
+//
+// Fog p. 161
+//
+
+struct gl_FogParameters {
+ vec4 color;
+ float density;
+ float start;
+ float end;
+ float scale; // Derived: 1.0 / (end - start)
+};
+
+uniform gl_FogParameters gl_Fog;
+
+//
+// The OpenGL Shading Language defines an assortment of built-in convenience functions for scalar
+// and vector operations. Many of these built-in functions can be used in more than one type
+// of shader, but some are intended to provide a direct mapping to hardware and so are available
+// only for a specific type of shader.
+//
+// The built-in functions basically fall into three categories:
+//
+// * They expose some necessary hardware functionality in a convenient way such as accessing
+// a texture map. There is no way in the language for these functions to be emulated by a shader.
+//
+// * They represent a trivial operation (clamp, mix, etc.) that is very simple for the user
+// to write, but they are very common and may have direct hardware support. It is a very hard
+// problem for the compiler to map expressions to complex assembler instructions.
+//
+// * They represent an operation graphics hardware is likely to accelerate at some point. The
+// trigonometry functions fall into this category.
+//
+// Many of the functions are similar to the same named ones in common C libraries, but they support
+// vector input as well as the more traditional scalar input.
+//
+// Applications should be encouraged to use the built-in functions rather than do the equivalent
+// computations in their own shader code since the built-in functions are assumed to be optimal
+// (e.g., perhaps supported directly in hardware).
+//
+// User code can replace built-in functions with their own if they choose, by simply re-declaring
+// and defining the same name and argument list.
+//
+
+//
+// 8.1 Angle and Trigonometry Functions
+//
+// Function parameters specified as angle are assumed to be in units of radians. In no case will
+// any of these functions result in a divide by zero error. If the divisor of a ratio is 0, then
+// results will be undefined.
+//
+// These all operate component-wise. The description is per component.
+//
+
+//
+// Converts degrees to radians and returns the result, i.e., result = PI*deg/180.
+//
+
+float radians (float deg) {
+ return 3.141593 * deg / 180.0;
+}
+vec2 radians (vec2 deg) {
+ return vec2 (radians (deg.x), radians (deg.y));
+}
+vec3 radians (vec3 deg) {
+ return vec3 (radians (deg.x), radians (deg.y), radians (deg.z));
+}
+vec4 radians (vec4 deg) {
+ return vec4 (radians (deg.x), radians (deg.y), radians (deg.z), radians (deg.w));
+}
+
+//
+// Converts radians to degrees and returns the result, i.e., result = 180*rad/PI.
+//
+
+float degrees (float rad) {
+ return 180.0 * rad / 3.141593;
+}
+vec2 degrees (vec2 rad) {
+ return vec2 (degrees (rad.x), degrees (rad.y));
+}
+vec3 degrees (vec3 rad) {
+ return vec3 (degrees (rad.x), degrees (rad.y), degrees (rad.z));
+}
+vec4 degrees (vec4 rad) {
+ return vec4 (degrees (rad.x), degrees (rad.y), degrees (rad.z), degrees (rad.w));
+}
+
+//
+// The standard trigonometric sine function.
+//
+// XXX
+float sin (float angle) {
+ return 0.0;
+}
+vec2 sin (vec2 angle) {
+ return vec2 (sin (angle.x), sin (angle.y));
+}
+vec3 sin (vec3 angle) {
+ return vec3 (sin (angle.x), sin (angle.y), sin (angle.z));
+}
+vec4 sin (vec4 angle) {
+ return vec4 (sin (angle.x), sin (angle.y), sin (angle.z), sin (angle.w));
+}
+
+//
+// The standard trigonometric cosine function.
+//
+
+float cos (float angle) {
+ return sin (angle + 1.5708);
+}
+vec2 cos (vec2 angle) {
+ return vec2 (cos (angle.x), cos (angle.y));
+}
+vec3 cos (vec3 angle) {
+ return vec3 (cos (angle.x), cos (angle.y), cos (angle.z));
+}
+vec4 cos (vec4 angle) {
+ return vec4 (cos (angle.x), cos (angle.y), cos (angle.z), cos (angle.w));
+}
+
+//
+// The standard trigonometric tangent.
+//
+
+float tan (float angle) {
+ return sin (angle) / cos (angle);
+}
+vec2 tan (vec2 angle) {
+ return vec2 (tan (angle.x), tan (angle.y));
+}
+vec3 tan (vec3 angle) {
+ return vec3 (tan (angle.x), tan (angle.y), tan (angle.z));
+}
+vec4 tan (vec4 angle) {
+ return vec4 (tan (angle.x), tan (angle.y), tan (angle.z), tan (angle.w));
+}
+
+//
+// Arc sine. Returns an angle whose sine is x. The range of values returned by this function is
+// [–PI/2, PI/2]. Results are undefined if |x| > 1.
+//
+// XXX
+float asin (float x) {
+ return 0.0;
+}
+vec2 asin (vec2 x) {
+ return vec2 (asin (x.x), asin (x.y));
+}
+vec3 asin (vec3 x) {
+ return vec3 (asin (x.x), asin (x.y), asin (x.z));
+}
+vec4 asin (vec4 x) {
+ return vec4 (asin (x.x), asin (x.y), asin (x.z), asin (x.w));
+}
+
+//
+// Arc cosine. Returns an angle whose cosine is x. The range of values returned by this function is
+// [0, PI]. Results are undefined if |x| > 1.
+//
+// XXX
+float acos (float x) {
+ return 0.0;
+}
+vec2 acos (vec2 x) {
+ return vec2 (acos (x.x), acos (x.y));
+}
+vec3 acos (vec3 x) {
+ return vec3 (acos (x.x), acos (x.y), acos (x.z));
+}
+vec4 acos (vec4 x) {
+ return vec4 (acos (x.x), acos (x.y), acos (x.z), acos (x.w));
+}
+
+//
+// Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine
+// what quadrant the angle is in. The range of values returned by this function is [–PI, PI].
+// Results are undefined if x and y are both 0.
+//
+// XXX
+float atan (float x, float y) {
+ return 0.0;
+}
+vec2 atan (vec2 x, vec2 y) {
+ return vec2 (atan (x.x, y.x), atan (x.y, y.y));
+}
+vec3 atan (vec3 x, vec3 y) {
+ return vec3 (atan (x.x, y.x), atan (x.y, y.y), atan (x.z, y.z));
+}
+vec4 atan (vec4 x, vec4 y) {
+ return vec4 (atan (x.x, y.x), atan (x.y, y.y), atan (x.z, y.z), atan (x.w, y.w));
+}
+
+//
+// Arc tangent. Returns an angle whose tangent is y_over_x. The range of values returned by this
+// function is [–PI/2, PI/2].
+//
+// XXX
+float atan (float y_over_x) {
+ return 0.0;
+}
+vec2 atan (vec2 y_over_x) {
+ return vec2 (atan (y_over_x.x), atan (y_over_x.y));
+}
+vec3 atan (vec3 y_over_x) {
+ return vec3 (atan (y_over_x.x), atan (y_over_x.y), atan (y_over_x.z));
+}
+vec4 atan (vec4 y_over_x) {
+ return vec4 (atan (y_over_x.x), atan (y_over_x.y), atan (y_over_x.z), atan (y_over_x.w));
+}
+
+//
+// 8.2 Exponential Functions
+//
+// These all operate component-wise. The description is per component.
+//
+
+//
+// Returns x raised to the y power, i.e., x^y.
+// Results are undefined if x < 0.
+// Results are undefined if x = 0 and y <= 0.
+//
+// XXX
+float pow (float x, float y) {
+ return 0.0;
+}
+vec2 pow (vec2 x, vec2 y) {
+ return vec2 (pow (x.x, y.x), pow (x.y, y.y));
+}
+vec3 pow (vec3 x, vec3 y) {
+ return vec3 (pow (x.x, y.x), pow (x.y, y.y), pow (x.z, y.z));
+}
+vec4 pow (vec4 x, vec4 y) {
+ return vec4 (pow (x.x, y.x), pow (x.y, y.y), pow (x.z, y.z), pow (x.w, y.w));
+}
+
+//
+// Returns the natural exponentiation of x, i.e., e^x.
+//
+
+float exp (float x) {
+ return pow (2.71828183, x);
+}
+vec2 exp (vec2 x) {
+ return vec2 (exp (x.x), exp (x.y));
+}
+vec3 exp (vec3 x) {
+ return vec3 (exp (x.x), exp (x.y), exp (x.z));
+}
+vec4 exp (vec4 x) {
+ return vec4 (exp (x.x), exp (x.y), exp (x.z), exp (x.w));
+}
+
+//
+// Returns the natural logarithm of x, i.e., returns the value y which satisfies the equation
+// x = e^y.
+// Results are undefined if x <= 0.
+//
+
+float log (float x) {
+ return log2 (x) / log2 (2.71828183);
+}
+vec2 log (vec2 x) {
+ return vec2 (log (x.x), log (x.y));
+}
+vec3 log (vec3 x) {
+ return vec3 (log (x.x), log (x.y), log (x.z));
+}
+vec4 log (vec4 x) {
+ return vec4 (log (x.x), log (x.y), log (x.z), log (x.w));
+}
+
+//
+// Returns 2 raised to the x power, i.e., 2^x
+//
+
+float exp2 (float x) {
+ return pow (2.0, x);
+}
+vec2 exp2 (vec2 x) {
+ return vec2 (exp2 (x.x), exp2 (x.y));
+}
+vec3 exp2 (vec3 x) {
+ return vec3 (exp2 (x.x), exp2 (x.y), exp2 (x.z));
+}
+vec4 exp2 (vec4 x) {
+ return vec4 (exp2 (x.x), exp2 (x.y), exp2 (x.z), exp2 (x.w));
+}
+
+//
+// Returns the base 2 logarithm of x, i.e., returns the value y which satisfies the equation
+// x = 2^y.
+// Results are undefined if x <= 0.
+//
+// XXX
+float log2 (float x) {
+ return 0.0;
+}
+vec2 log2 (vec2 x) {
+ return vec2 (log2 (x.x), log2 (x.y));
+}
+vec3 log2 (vec3 x) {
+ return vec3 (log2 (x.x), log2 (x.y), log2 (x.z));
+}
+vec4 log2 (vec4 x) {
+ return vec4 (log2 (x.x), log2 (x.y), log2 (x.z), log2 (x.w));
+}
+
+//
+// Returns the positive square root of x.
+// Results are undefined if x < 0.
+//
+
+float sqrt (float x) {
+ return pow (x, 0.5);
+}
+vec2 sqrt (vec2 x) {
+ return vec2 (sqrt (x.x), sqrt (x.y));
+}
+vec3 sqrt (vec3 x) {
+ return vec3 (sqrt (x.x), sqrt (x.y), sqrt (x.z));
+}
+vec4 sqrt (vec4 x) {
+ return vec4 (sqrt (x.x), sqrt (x.y), sqrt (x.z), sqrt (x.w));
+}
+
+//
+// Returns the reciprocal of the positive square root of x.
+// Results are undefined if x <= 0.
+//
+
+float inversesqrt (float x) {
+ return 1.0 / sqrt (x);
+}
+vec2 inversesqrt (vec2 x) {
+ return vec2 (inversesqrt (x.x), inversesqrt (x.y));
+}
+vec3 inversesqrt (vec3 x) {
+ return vec3 (inversesqrt (x.x), inversesqrt (x.y), inversesqrt (x.z));
+}
+vec4 inversesqrt (vec4 x) {
+ return vec4 (inversesqrt (x.x), inversesqrt (x.y), inversesqrt (x.z), inversesqrt (x.w));
+}
+
+//
+// 8.3 Common Functions
+//
+// These all operate component-wise. The description is per component.
+//
+
+//
+// Returns x if x >= 0, otherwise it returns –x
+//
+
+float abs (float x) {
+ return x >= 0.0 ? x : -x;
+}
+vec2 abs (vec2 x) {
+ return vec2 (abs (x.x), abs (x.y));
+}
+vec3 abs (vec3 x) {
+ return vec3 (abs (x.x), abs (x.y), abs (x.z));
+}
+vec4 abs (vec4 x) {
+ return vec4 (abs (x.x), abs (x.y), abs (x.z), abs (x.w));
+}
+
+//
+// Returns 1.0 if x > 0, 0.0 if x = 0, or –1.0 if x < 0
+//
+
+float sign (float x) {
+ return x > 0.0 ? 1.0 : x < 0.0 ? -1.0 : 0.0;
+}
+vec2 sign (vec2 x) {
+ return vec2 (sign (x.x), sign (x.y));
+}
+vec3 sign (vec3 x) {
+ return vec3 (sign (x.x), sign (x.y), sign (x.z));
+}
+vec4 sign (vec4 x) {
+ return vec4 (sign (x.x), sign (x.y), sign (x.z), sign (x.w));
+}
+
+//
+// Returns a value equal to the nearest integer that is less than or equal to x
+//
+// XXX
+float floor (float x) {
+ return 0.0;
+}
+vec2 floor (vec2 x) {
+ return vec2 (floor (x.x), floor (x.y));
+}
+vec3 floor (vec3 x) {
+ return vec3 (floor (x.x), floor (x.y), floor (x.z));
+}
+vec4 floor (vec4 x) {
+ return vec4 (floor (x.x), floor (x.y), floor (x.z), floor (x.w));
+}
+
+//
+// Returns a value equal to the nearest integer that is greater than or equal to x
+//
+// XXX
+float ceil (float x) {
+ return 0.0;
+}
+vec2 ceil (vec2 x) {
+ return vec2 (ceil (x.x), ceil (x.y));
+}
+vec3 ceil (vec3 x) {
+ return vec3 (ceil (x.x), ceil (x.y), ceil (x.z));
+}
+vec4 ceil (vec4 x) {
+ return vec4 (ceil (x.x), ceil (x.y), ceil (x.z), ceil (x.w));
+}
+
+//
+// Returns x – floor (x)
+//
+
+float fract (float x) {
+ return x - floor (x);
+}
+vec2 fract (vec2 x) {
+ return vec2 (fract (x.x), fract (x.y));
+}
+vec3 fract (vec3 x) {
+ return vec3 (fract (x.x), fract (x.y), fract (x.z));
+}
+vec4 fract (vec4 x) {
+ return vec4 (fract (x.x), fract (x.y), fract (x.z), fract (x.w));
+}
+
+//
+// Modulus. Returns x – y * floor (x/y)
+//
+
+float mod (float x, float y) {
+ return x - y * floor (x / y);
+}
+vec2 mod (vec2 x, float y) {
+ return vec2 (mod (x.x, y), mod (x.y, y));
+}
+vec3 mod (vec3 x, float y) {
+ return vec3 (mod (x.x, y), mod (x.y, y), mod (x.z, y));
+}
+vec4 mod (vec4 x, float y) {
+ return vec4 (mod (x.x, y), mod (x.y, y), mod (x.z, y), mod (x.w, y));
+}
+vec2 mod (vec2 x, vec2 y) {
+ return vec2 (mod (x.x, y.x), mod (x.y, y.y));
+}
+vec3 mod (vec3 x, vec3 y) {
+ return vec3 (mod (x.x, y.x), mod (x.y, y.y), mod (x.z, y.z));
+}
+vec4 mod (vec4 x, vec4 y) {
+ return vec4 (mod (x.x, y.x), mod (x.y, y.y), mod (x.z, y.z), mod (x.w, y.w));
+}
+
+//
+// Returns y if y < x, otherwise it returns x
+//
+
+float min (float x, float y) {
+ return y < x ? y : x;
+}
+vec2 min (vec2 x, float y) {
+ return vec2 (min (x.x, y), min (x.y, y));
+}
+vec3 min (vec3 x, float y) {
+ return vec3 (min (x.x, y), min (x.y, y), min (x.z, y));
+}
+vec4 min (vec4 x, float y) {
+ return vec4 (min (x.x, y), min (x.y, y), min (x.z, y), min (x.w, y));
+}
+vec2 min (vec2 x, vec2 y) {
+ return vec2 (min (x.x, y.x), min (x.y, y.y));
+}
+vec3 min (vec3 x, vec3 y) {
+ return vec3 (min (x.x, y.x), min (x.y, y.y), min (x.z, y.z));
+}
+vec4 min (vec4 x, vec4 y) {
+ return vec4 (min (x.x, y.x), min (x.y, y.y), min (x.z, y.z), min (x.w, y.w));
+}
+
+//
+// Returns y if x < y, otherwise it returns x
+//
+
+float max (float x, float y) {
+ return min (y, x);
+}
+vec2 max (vec2 x, float y) {
+ return vec2 (max (x.x, y), max (x.y, y));
+}
+vec3 max (vec3 x, float y) {
+ return vec3 (max (x.x, y), max (x.y, y), max (x.z, y));
+}
+vec4 max (vec4 x, float y) {
+ return vec4 (max (x.x, y), max (x.y, y), max (x.z, y), max (x.w, y));
+}
+vec2 max (vec2 x, vec2 y) {
+ return vec2 (max (x.x, y.x), max (x.y, y.y));
+}
+vec3 max (vec3 x, vec3 y) {
+ return vec3 (max (x.x, y.x), max (x.y, y.y), max (x.z, y.z));
+}
+vec4 max (vec4 x, vec4 y) {
+ return vec4 (max (x.x, y.x), max (x.y, y.y), max (x.z, y.z), max (x.w, y.w));
+}
+
+//
+// Returns min (max (x, minVal), maxVal)
+//
+// Note that colors and depths written by fragment shaders will be clamped by the implementation
+// after the fragment shader runs.
+//
+
+float clamp (float x, float minVal, float maxVal) {
+ return min (max (x, minVal), maxVal);
+}
+vec2 clamp (vec2 x, float minVal, float maxVal) {
+ return vec2 (clamp (x.x, minVal, maxVal), clamp (x.y, minVal, maxVal));
+}
+vec3 clamp (vec3 x, float minVal, float maxVal) {
+ return vec3 (clamp (x.x, minVal, maxVal), clamp (x.y, minVal, maxVal),
+ clamp (x.z, minVal, maxVal));
+}
+vec4 clamp (vec4 x, float minVal, float maxVal) {
+ return vec4 (clamp (x.x, minVal, maxVal), clamp (x.y, minVal, maxVal),
+ clamp (x.z, minVal, maxVal), clamp (x.w, minVal, maxVal));
+}
+vec2 clamp (vec2 x, vec2 minVal, vec2 maxVal) {
+ return vec2 (clamp (x.x, minVal.x, maxVal.x), clamp (x.y, minVal.y, maxVal.y));
+}
+vec3 clamp (vec3 x, vec3 minVal, vec3 maxVal) {
+ return vec3 (clamp (x.x, minVal.x, maxVal.x), clamp (x.y, minVal.y, maxVal.y),
+ clamp (x.z, minVal.z, maxVal.z));
+}
+vec4 clamp (vec4 x, vec4 minVal, vec4 maxVal) {
+ return vec4 (clamp (x.x, minVal.x, maxVal.y), clamp (x.y, minVal.y, maxVal.y),
+ clamp (x.z, minVal.z, maxVal.z), clamp (x.w, minVal.w, maxVal.w));
+}
+
+//
+// Returns x * (1 – a) + y * a, i.e., the linear blend of x and y
+//
+
+float mix (float x, float y, float a) {
+ return x * (1.0 - a) + y * a;
+}
+vec2 mix (vec2 x, vec2 y, float a) {
+ return vec2 (mix (x.x, y.x, a), mix (x.y, y.y, a));
+}
+vec3 mix (vec3 x, vec3 y, float a) {
+ return vec3 (mix (x.x, y.x, a), mix (x.y, y.y, a), mix (x.z, y.z, a));
+}
+vec4 mix (vec4 x, vec4 y, float a) {
+ return vec4 (mix (x.x, y.x, a), mix (x.y, y.y, a), mix (x.z, y.z, a), mix (x.w, y.w, a));
+}
+vec2 mix (vec2 x, vec2 y, vec2 a) {
+ return vec2 (mix (x.x, y.x, a.x), mix (x.y, y.y, a.y));
+}
+vec3 mix (vec3 x, vec3 y, vec3 a) {
+ return vec3 (mix (x.x, y.x, a.x), mix (x.y, y.y, a.y), mix (x.z, y.z, a.z));
+}
+vec4 mix (vec4 x, vec4 y, vec4 a) {
+ return vec4 (mix (x.x, y.x, a.x), mix (x.y, y.y, a.y), mix (x.z, y.z, a.z),
+ mix (x.w, y.w, a.w));
+}
+
+//
+// Returns 0.0 if x < edge, otherwise it returns 1.0
+//
+
+float step (float edge, float x) {
+ return x < edge ? 0.0 : 1.0;
+}
+vec2 step (float edge, vec2 x) {
+ return vec2 (step (edge, x.x), step (edge, x.y));
+}
+vec3 step (float edge, vec3 x) {
+ return vec3 (step (edge, x.x), step (edge, x.y), step (edge, x.z));
+}
+vec4 step (float edge, vec4 x) {
+ return vec4 (step (edge, x.x), step (edge, x.y), step (edge, x.z), step (edge, x.w));
+}
+vec2 step (vec2 edge, vec2 x) {
+ return vec2 (step (edge.x, x.x), step (edge.y, x.y));
+}
+vec3 step (vec3 edge, vec3 x) {
+ return vec3 (step (edge.x, x.x), step (edge.y, x.y), step (edge.z, x.z));
+}
+vec4 step (vec4 edge, vec4 x) {
+ return vec4 (step (edge.x, x.x), step (edge.y, x.y), step (edge.z, x.z), step (edge.w, x.w));
+}
+
+//
+// Returns 0.0 if x <= edge0 and 1.0 if x >= edge1 and performs smooth Hermite interpolation
+// between 0 and 1 when edge0 < x < edge1. This is useful in cases where you would want a threshold
+// function with a smooth transition. This is equivalent to:
+// <type> t;
+// t = clamp ((x – edge0) / (edge1 – edge0), 0, 1);
+// return t * t * (3 – 2 * t);
+//
+
+float smoothstep (float edge0, float edge1, float x) {
+ const float t = clamp ((x - edge0) / (edge1 - edge0), 0.0, 1.0);
+ return t * t * (3.0 - 2.0 * t);
+}
+vec2 smoothstep (float edge0, float edge1, vec2 x) {
+ return vec2 (smoothstep (edge0, edge1, x.x), smoothstep (edge0, edge1, x.y));
+}
+vec3 smoothstep (float edge0, float edge1, vec3 x) {
+ return vec3 (smoothstep (edge0, edge1, x.x), smoothstep (edge0, edge1, x.y),
+ smoothstep (edge0, edge1, x.z));
+}
+vec4 smoothstep (float edge0, float edge1, vec4 x) {
+ return vec4 (smoothstep (edge0, edge1, x.x), smoothstep (edge0, edge1, x.y),
+ smoothstep (edge0, edge1, x.z), smoothstep (edge0, edge1, x.w));
+}
+vec2 smoothstep (vec2 edge0, vec2 edge1, vec2 x) {
+ return vec2 (smoothstep (edge0.x, edge1.x, x.x), smoothstep (edge0.y, edge1.y, x.y));
+}
+vec3 smoothstep (vec3 edge0, vec3 edge1, vec3 x) {
+ return vec3 (smoothstep (edge0.x, edge1.x, x.x), smoothstep (edge0.y, edge1.y, x.y),
+ smoothstep (edge0.z, edge1.z, x.z));
+}
+vec4 smoothstep (vec4 edge0, vec4 edge1, vec4 x) {
+ return vec4 (smoothstep (edge0.x, edge1.x, x.x), smoothstep (edge0.y, edge1.y, x.y),
+ smoothstep (edge0.z, edge1.z, x.z), smoothstep (edge0.w, edge1.w, x.w));
+}
+
+//
+// 8.4 Geometric Functions
+//
+// These operate on vectors as vectors, not component-wise.
+//
+
+//
+// Returns the dot product of x and y, i.e., result = x[0] * y[0] + x[1] * y[1] + ...
+//
+
+float dot (float x, float y) {
+ return x * y;
+}
+float dot (vec2 x, vec2 y) {
+ return dot (x.x, y.x) + dot (x.y, y.y);
+}
+float dot (vec3 x, vec3 y) {
+ return dot (x.x, y.x) + dot (x.y, y.y) + dot (x.z, y.z);
+}
+float dot (vec4 x, vec4 y) {
+ return dot (x.x, y.x) + dot (x.y, y.y) + dot (x.z, y.z) + dot (x.w, y.w);
+}
+
+//
+// Returns the length of vector x, i.e., sqrt (x[0] * x[0] + x[1] * x[1] + ...)
+//
+
+float length (float x) {
+ return sqrt (dot (x, x));
+}
+float length (vec2 x) {
+ return sqrt (dot (x, x));
+}
+float length (vec3 x) {
+ return sqrt (dot (x, x));
+}
+float length (vec4 x) {
+ return sqrt (dot (x, x));
+}
+
+//
+// Returns the distance between p0 and p1, i.e. length (p0 – p1)
+//
+
+float distance (float x, float y) {
+ return length (x - y);
+}
+float distance (vec2 x, vec2 y) {
+ return length (x - y);
+}
+float distance (vec3 x, vec3 y) {
+ return length (x - y);
+}
+float distance (vec4 x, vec4 y) {
+ return length (x - y);
+}
+
+//
+// Returns the cross product of x and y, i.e.
+// result.0 = x[1] * y[2] - y[1] * x[2]
+// result.1 = x[2] * y[0] - y[2] * x[0]
+// result.2 = x[0] * y[1] - y[0] * x[1]
+//
+
+vec3 cross (vec3 x, vec3 y) {
+ return vec3 (x.y * y.z - y.y * x.z, x.z * y.x - y.z * x.x, x.x * y.y - y.x * x.y);
+}
+
+//
+// Returns a vector in the same direction as x but with a length of 1.
+//
+
+float normalize (float x) {
+ return 1.0;
+}
+vec2 normalize (vec2 x) {
+ return x / length (x);
+}
+vec3 normalize (vec3 x) {
+ return x / length (x);
+}
+vec4 normalize (vec4 x) {
+ return x / length (x);
+}
+
+//
+// If dot (Nref, I) < 0 return N otherwise return –N
+//
+
+float faceforward (float N, float I, float Nref) {
+ return dot (Nref, I) < 0.0 ? N : -N;
+}
+vec2 faceforward (vec2 N, vec2 I, vec2 Nref) {
+ return dot (Nref, I) < 0.0 ? N : -N;
+}
+vec3 faceforward (vec3 N, vec3 I, vec3 Nref) {
+ return dot (Nref, I) < 0.0 ? N : -N;
+}
+vec4 faceforward (vec4 N, vec4 I, vec4 Nref) {
+ return dot (Nref, I) < 0.0 ? N : -N;
+}
+
+//
+// For the incident vector I and surface orientation N, returns the reflection direction:
+// result = I - 2 * dot (N, I) * N
+// N must already be normalized in order to achieve the desired result.
+//
+
+float reflect (float I, float N) {
+ return I - 2.0 * dot (N, I) * N;
+}
+vec2 reflect (vec2 I, vec2 N) {
+ return I - 2.0 * dot (N, I) * N;
+}
+vec3 reflect (vec3 I, vec3 N) {
+ return I - 2.0 * dot (N, I) * N;
+}
+vec4 reflect (vec4 I, vec4 N) {
+ return I - 2.0 * dot (N, I) * N;
+}
+
+//
+// For the incident vector I and surface normal N, and the ratio of inidices of refraction eta,
+// return the refraction vector. The returned result is computed by
+//
+// k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I))
+// if (k < 0.0)
+// result = genType (0.0)
+// else
+// result = eta * I - (eta * dot (N, I) + sqrt (k)) * N
+//
+// The input parameters for the incident vector I and the surface normal N must already be
+// normalized to get the desired results.
+//
+
+float refract (float I, float N, float eta) {
+ const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I));
+ if (k < 0.0)
+ return 0.0;
+ return eta * I - (eta * dot (N, I) + sqrt (k)) * N;
+}
+vec2 refract (vec2 I, vec2 N, float eta) {
+ const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I));
+ if (k < 0.0)
+ return vec2 (0.0);
+ return eta * I - (eta * dot (N, I) + sqrt (k)) * N;
+}
+vec3 refract (vec3 I, vec3 N, float eta) {
+ const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I));
+ if (k < 0.0)
+ return vec3 (0.0);
+ return eta * I - (eta * dot (N, I) + sqrt (k)) * N;
+}
+vec4 refract (vec4 I, vec4 N, float eta) {
+ const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I));
+ if (k < 0.0)
+ return vec4 (0.0);
+ return eta * I - (eta * dot (N, I) + sqrt (k)) * N;
+}
+
+//
+// 8.5 Matrix Functions
+//
+
+//
+// Multiply matrix x by matrix y component-wise, i.e., result[i][j] is the scalar product
+// of x[i][j] and y[i][j].
+// Note: to get linear algebraic matrix multiplication, use the multiply operator (*).
+//
+
+mat2 matrixCompMult (mat2 x, mat2 y) {
+ return mat2 (
+ x[0].x * y[0].x, x[0].y * y[0].y,
+ x[1].x * y[1].x, x[1].y * y[1].y
+ );
+}
+mat3 matrixCompMult (mat3 x, mat3 y) {
+ return mat4 (
+ x[0].x * y[0].x, x[0].y * y[0].y, x[0].z * y[0].z,
+ x[1].x * y[1].x, x[1].y * y[1].y, x[1].z * y[1].z,
+ x[2].x * y[2].x, x[2].y * y[2].y, x[2].z * y[2].z
+ );
+}
+mat4 matrixCompMult (mat4 x, mat4 y) {
+ return mat4 (
+ x[0].x * y[0].x, x[0].y * y[0].y, x[0].z * y[0].z + x[0].w * y[0].w,
+ x[1].x * y[1].x, x[1].y * y[1].y, x[1].z * y[1].z + x[1].w * y[1].w,
+ x[2].x * y[2].x, x[2].y * y[2].y, x[2].z * y[2].z + x[2].w * y[2].w,
+ x[3].x * y[3].x, x[3].y * y[3].y, x[3].z * y[3].z + x[3].w * y[3].w
+ );
+}
+
+//
+// 8.6 Vector Relational Functions
+//
+// Relational and equality operators (<, <=, >, >=, ==, !=) are defined (or reserved) to produce
+// scalar Boolean results.
+//
+
+//
+// Returns the component-wise compare of x < y.
+//
+
+bvec2 lessThan (vec2 x, vec2 y) {
+ return bvec2 (x.x < y.x, x.y < y.y);
+}
+bvec3 lessThan (vec3 x, vec3 y) {
+ return bvec3 (x.x < y.x, x.y < y.y, x.z < y.z);
+}
+bvec4 lessThan (vec4 x, vec4 y) {
+ return bvec4 (x.x < y.x, x.y < y.y, x.z < y.z, x.w < y.w);
+}
+bvec2 lessThan (ivec2 x, ivec2 y) {
+ return bvec2 (x.x < y.x, x.y < y.y);
+}
+bvec3 lessThan (ivec3 x, ivec3 y) {
+ return bvec3 (x.x < y.x, x.y < y.y, x.z < y.z);
+}
+bvec4 lessThan (ivec4 x, ivec4 y) {
+ return bvec4 (x.x < y.x, x.y < y.y, x.z < y.z, x.w < y.w);
+}
+
+//
+// Returns the component-wise compare of x <= y.
+//
+
+bvec2 lessThanEqual (vec2 x, vec2 y) {
+ return bvec2 (x.x <= y.x, x.y <= y.y);
+}
+bvec3 lessThanEqual (vec3 x, vec3 y) {
+ return bvec3 (x.x <= y.x, x.y <= y.y, x.z <= y.z);
+}
+bvec4 lessThanEqual (vec4 x, vec4 y) {
+ return bvec4 (x.x <= y.x, x.y <= y.y, x.z <= y.z, x.w <= y.w);
+}
+bvec2 lessThanEqual (ivec2 x, ivec2 y) {
+ return bvec2 (x.x <= y.x, x.y <= y.y);
+}
+bvec3 lessThanEqual (ivec3 x, ivec3 y) {
+ return bvec3 (x.x <= y.x, x.y <= y.y, x.z <= y.z);
+}
+bvec4 lessThanEqual (ivec4 x, ivec4 y) {
+ return bvec4 (x.x <= y.x, x.y <= y.y, x.z <= y.z, x.w <= y.w);
+}
+
+//
+// Returns the component-wise compare of x > y.
+//
+
+bvec2 greaterThan (vec2 x, vec2 y) {
+ return bvec2 (x.x > y.x, x.y > y.y);
+}
+bvec3 greaterThan (vec3 x, vec3 y) {
+ return bvec3 (x.x > y.x, x.y > y.y, x.z > y.z);
+}
+bvec4 greaterThan (vec4 x, vec4 y) {
+ return bvec4 (x.x > y.x, x.y > y.y, x.z > y.z, x.w > y.w);
+}
+bvec2 greaterThan (ivec2 x, ivec2 y) {
+ return bvec2 (x.x > y.x, x.y > y.y);
+}
+bvec3 greaterThan (ivec3 x, ivec3 y) {
+ return bvec3 (x.x > y.x, x.y > y.y, x.z > y.z);
+}
+bvec4 greaterThan (ivec4 x, ivec4 y) {
+ return bvec4 (x.x > y.x, x.y > y.y, x.z > y.z, x.w > y.w);
+}
+
+//
+// Returns the component-wise compare of x >= y.
+//
+
+bvec2 greaterThanEqual (vec2 x, vec2 y) {
+ return bvec2 (x.x >= y.x, x.y >= y.y);
+}
+bvec3 greaterThanEqual (vec3 x, vec3 y) {
+ return bvec3 (x.x >= y.x, x.y >= y.y, x.z >= y.z);
+}
+bvec4 greaterThanEqual (vec4 x, vec4 y) {
+ return bvec4 (x.x >= y.x, x.y >= y.y, x.z >= y.z, x.w >= y.w);
+}
+bvec2 greaterThanEqual (ivec2 x, ivec2 y) {
+ return bvec2 (x.x >= y.x, x.y >= y.y);
+}
+bvec3 greaterThanEqual (ivec3 x, ivec3 y) {
+ return bvec3 (x.x >= y.x, x.y >= y.y, x.z >= y.z);
+}
+bvec4 greaterThanEqual (ivec4 x, ivec4 y) {
+ return bvec4 (x.x >= y.x, x.y >= y.y, x.z >= y.z, x.w >= y.w);
+}
+
+//
+// Returns the component-wise compare of x == y.
+//
+
+bvec2 equal (vec2 x, vec2 y) {
+ return bvec2 (x.x == y.x, x.y == y.y);
+}
+bvec3 equal (vec3 x, vec3 y) {
+ return bvec3 (x.x == y.x, x.y == y.y, x.z == y.z);
+}
+bvec4 equal (vec4 x, vec4 y) {
+ return bvec4 (x.x == y.x, x.y == y.y, x.z == y.z, x.w == y.w);
+}
+bvec2 equal (ivec2 x, ivec2 y) {
+ return bvec2 (x.x == y.x, x.y == y.y);
+}
+bvec3 equal (ivec3 x, ivec3 y) {
+ return bvec3 (x.x == y.x, x.y == y.y, x.z == y.z);
+}
+bvec4 equal (ivec4 x, ivec4 y) {
+ return bvec4 (x.x == y.x, x.y == y.y, x.z == y.z, x.w == y.w);
+}
+
+//
+// Returns the component-wise compare of x != y.
+//
+
+bvec2 notEqual (vec2 x, vec2 y) {
+ return bvec2 (x.x != y.x, x.y != y.y);
+}
+bvec3 notEqual (vec3 x, vec3 y) {
+ return bvec3 (x.x != y.x, x.y != y.y, x.z != y.z);
+}
+bvec4 notEqual (vec4 x, vec4 y) {
+ return bvec4 (x.x != y.x, x.y != y.y, x.z != y.z, x.w != y.w);
+}
+bvec2 notEqual (ivec2 x, ivec2 y) {
+ return bvec2 (x.x != y.x, x.y != y.y);
+}
+bvec3 notEqual (ivec3 x, ivec3 y) {
+ return bvec3 (x.x != y.x, x.y != y.y, x.z != y.z);
+}
+bvec4 notEqual (ivec4 x, ivec4 y) {
+ return bvec4 (x.x != y.x, x.y != y.y, x.z != y.z, x.w != y.w);
+}
+
+//
+// Returns true if any component of x is true.
+//
+
+bool any (bvec2 x) {
+ return x.x || x.y;
+}
+bool any (bvec3 x) {
+ return x.x || x.y || x.z;
+}
+bool any (bvec4 x) {
+ return x.x || x.y || x.z || x.w;
+}
+
+//
+// Returns true only if all components of x are true.
+//
+
+bool all (bvec2 x) {
+ return x.x && x.y;
+}
+bool all (bvec3 x) {
+ return x.x && x.y && x.z;
+}
+bool all (bvec4 x) {
+ return x.x && x.y && x.z && x.w;
+}
+
+//
+// Returns the component-wise logical complement of x.
+//
+
+bvec2 not (bvec2 x) {
+ return bvec2 (!x.x, !x.y);
+}
+bvec3 not (bvec3 x) {
+ return bvec3 (!x.x, !x.y, !x.z);
+}
+bvec4 not (bvec4 x) {
+ return bvec4 (!x.x, !x.y, !x.z, !x.w);
+}
+
+//
+// 8.7 Texture Lookup Functions
+//
+// Texture lookup functions are available to both vertex and fragment shaders. However, level
+// of detail is not computed by fixed functionality for vertex shaders, so there are some
+// differences in operation between vertex and fragment texture lookups. The functions in the table
+// below provide access to textures through samplers, as set up through the OpenGL API. Texture
+// properties such as size, pixel format, number of dimensions, filtering method, number of mip-map
+// levels, depth comparison, and so on are also defined by OpenGL API calls. Such properties are
+// taken into account as the texture is accessed via the built-in functions defined below.
+//
+// If a non-shadow texture call is made to a sampler that represents a depth texture with depth
+// comparisons turned on, then results are undefined. If a shadow texture call is made to a sampler
+// that represents a depth texture with depth comparisions turned off, the results are undefined.
+// If a shadow texture call is made to a sampler that does not represent a depth texture, then
+// results are undefined.
+//
+// In all functions below, the bias parameter is optional for fragment shaders. The bias parameter
+// is not accepted in a vertex shader. For a fragment shader, if bias is present, it is added to
+// the calculated level of detail prior to performing the texture access operation. If the bias
+// parameter is not provided, then the implementation automatically selects level of detail:
+// For a texture that is not mip-mapped, the texture is used directly. If it is mip-mapped and
+// running in a fragment shader, the LOD computed by the implementation is used to do the texture
+// lookup. If it is mip-mapped and running on the vertex shader, then the base texture is used.
+//
+// The built-ins suffixed with "Lod" are allowed only in a vertex shader. For the "Lod" functions,
+// lod is directly used as the level of detail.
+//
+
+//
+// Use the texture coordinate coord to do a texture lookup in the 1D texture currently bound
+// to sampler. For the projective ("Proj") versions, the texture coordinate coord.s is divided by
+// the last component of coord.
+//
+// XXX
+vec4 texture1D (sampler1D sampler, float coord) {
+ return vec4 (0.0);
+}
+vec4 texture1DProj (sampler1D sampler, vec2 coord) {
+ return texture1D (sampler, coord.s / coord.t);
+}
+vec4 texture1DProj (sampler1D sampler, vec4 coord) {
+ return texture1D (sampler, coord.s / coord.q);
+}
+
+//
+// Use the texture coordinate coord to do a texture lookup in the 2D texture currently bound
+// to sampler. For the projective ("Proj") versions, the texture coordinate (coord.s, coord.t) is
+// divided by the last component of coord. The third component of coord is ignored for the vec4
+// coord variant.
+//
+// XXX
+vec4 texture2D (sampler2D sampler, vec2 coord) {
+ return vec4 (0.0);
+}
+vec4 texture2DProj (sampler2D sampler, vec3 coord) {
+ return texture2D (sampler, vec2 (coord.s / coord.p, coord.t / coord.p));
+}
+vec4 texture2DProj (sampler2D sampler, vec4 coord) {
+ return texture2D (sampler, vec2 (coord.s / coord.q, coord.t / coord.q));
+}
+
+//
+// Use the texture coordinate coord to do a texture lookup in the 3D texture currently bound
+// to sampler. For the projective ("Proj") versions, the texture coordinate is divided by coord.q.
+//
+// XXX
+vec4 texture3D (sampler3D sampler, vec3 coord) {
+ return vec4 (0.0);
+}
+vec4 texture3DProj (sampler3D sampler, vec4 coord) {
+ return texture3D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q));
+}
+
+//
+// Use the texture coordinate coord to do a texture lookup in the cube map texture currently bound
+// to sampler. The direction of coord is used to select which face to do a 2-dimensional texture
+// lookup in, as described in section 3.8.6 in version 1.4 of the OpenGL specification.
+//
+// XXX
+vec4 textureCube (samplerCube sampler, vec3 coord) {
+ return vec4 (0.0);
+}
+
+//
+// Use texture coordinate coord to do a depth comparison lookup on the depth texture bound
+// to sampler, as described in section 3.8.14 of version 1.4 of the OpenGL specification. The 3rd
+// component of coord (coord.p) is used as the R value. The texture bound to sampler must be a
+// depth texture, or results are undefined. For the projective ("Proj") version of each built-in,
+// the texture coordinate is divide by coord.q, giving a depth value R of coord.p/coord.q. The
+// second component of coord is ignored for the "1D" variants.
+//
+// XXX
+vec4 shadow1D (sampler1DShadow sampler, vec3 coord) {
+ return vec4 (0.0);
+}
+// XXX
+vec4 shadow2D (sampler2DShadow sampler, vec3 coord) {
+ return vec4 (0.0);
+}
+vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord) {
+ return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q));
+}
+vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord) {
+ return shadow2D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q));
+}
+
+//
+// 8.9 Noise Functions
+//
+// Noise functions are available to both fragment and vertex shaders. They are stochastic functions
+// that can be used to increase visual complexity. Values returned by the following noise functions
+// give the appearance of randomness, but are not truly random. The noise functions below are
+// defined to have the following characteristics:
+//
+// - The return value(s) are always in the range [-1,1], and cover at least the range [-0.6, 0.6],
+// with a gaussian-like distribution.
+// * The return value(s) have an overall average of 0.0
+// * They are repeatable, in that a particular input value will always produce the same return value
+// * They are statistically invariant under rotation (i.e., no matter how the domain is rotated, it
+// has the same statistical character)
+// * They have a statistical invariance under translation (i.e., no matter how the domain is
+// translated, it has the same statistical character)
+// * They typically give different results under translation.
+// - The spatial frequency is narrowly concentrated, centered somewhere between 0.5 to 1.0.
+//
+
+//
+// Returns a 1D noise value based on the input value x.
+//
+// XXX
+float noise1 (float x) {
+ return 0.0;
+}
+// XXX
+float noise1 (vec2 x) {
+ return 0.0;
+}
+// XXX
+float noise1 (vec3 x) {
+ return 0.0;
+}
+// XXX
+float noise1 (vec4 x) {
+ return 0.0;
+}
+
+//
+// Returns a 2D noise value based on the input value x.
+//
+// XXX
+vec2 noise2 (float x) {
+ return vec2 (0.0);
+}
+// XXX
+vec2 noise2 (vec2 x) {
+ return vec2 (0.0);
+}
+// XXX
+vec2 noise2 (vec3 x) {
+ return vec2 (0.0);
+}
+// XXX
+vec2 noise2 (vec4 x) {
+ return vec2 (0.0);
+}
+
+//
+// Returns a 3D noise value based on the input value x.
+//
+// XXX
+vec3 noise3 (float x) {
+ return vec3 (0.0);
+}
+// XXX
+vec3 noise3 (vec2 x) {
+ return vec3 (0.0);
+}
+// XXX
+vec3 noise3 (vec3 x) {
+ return vec3 (0.0);
+}
+// XXX
+vec3 noise3 (vec4 x) {
+ return vec3 (0.0);
+}
+
+//
+// Returns a 4D noise value based on the input value x.
+//
+// XXX
+vec4 noise4 (float x) {
+ return vec4 (0.0);
+}
+// XXX
+vec4 noise4 (vec2 x) {
+ return vec4 (0.0);
+}
+// XXX
+vec4 noise4 (vec3 x) {
+ return vec4 (0.0);
+}
+// XXX
+vec4 noise4 (vec4 x) {
+ return vec4 (0.0);
+}
+
diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin_gc.h b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin_gc.h
new file mode 100644
index 000000000..cd9d9ac7d
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin_gc.h
@@ -0,0 +1,1410 @@
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"const int gl_MaxLights = 8;\n"
+"const int gl_MaxClipPlanes = 6;\n"
+"const int gl_MaxTextureUnits = 2;\n"
+"const int gl_MaxTextureCoords = 2;\n"
+"const int gl_MaxVertexAttribs = 16;\n"
+"const int gl_MaxVertexUniformComponents = 512;\n"
+"const int gl_MaxVaryingFloats = 32;\n"
+"const int gl_MaxVertexTextureImageUnits = 0;\n"
+"const int gl_MaxCombinedTextureImageUnits = 2;\n"
+"const int gl_MaxTextureImageUnits = 2;\n"
+"const int gl_MaxFragmentUniformComponents = 64;\n"
+"const int gl_MaxDrawBuffers = 1;\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"uniform mat4 gl_ModelViewMatrix;\n"
+"uniform mat4 gl_ProjectionMatrix;\n"
+"uniform mat4 gl_ModelViewProjectionMatrix;\n"
+"uniform mat4 gl_TextureMatrix[gl_MaxTextureCoords];\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"uniform mat3 gl_NormalMatrix;\n"
+"\n"
+"\n"
+"uniform mat4 gl_ModelViewMatrixInverse;\n"
+"uniform mat4 gl_ProjectionMatrixInverse;\n"
+"uniform mat4 gl_ModelViewProjectionMatrixInverse;\n"
+"uniform mat4 gl_TextureMatrixInverse[gl_MaxTextureCoords];\n"
+"\n"
+"uniform mat4 gl_ModelViewMatrixTranspose;\n"
+"uniform mat4 gl_ProjectionMatrixTranspose;\n"
+"uniform mat4 gl_ModelViewProjectionMatrixTranspose;\n"
+"uniform mat4 gl_TextureMatrixTranspose[gl_MaxTextureCoords];\n"
+"\n"
+"uniform mat4 gl_ModelViewMatrixInverseTranspose;\n"
+"uniform mat4 gl_ProjectionMatrixInverseTranspose;\n"
+"uniform mat4 gl_ModelViewProjectionMatrixInverseTranspose;\n"
+"uniform mat4 gl_TextureMatrixInverseTranspose[gl_MaxTextureCoords];\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"uniform float gl_NormalScale;\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"struct gl_DepthRangeParameters {\n"
+" float near;\n"
+" float far;\n"
+" float diff;\n"
+"};\n"
+"\n"
+"uniform gl_DepthRangeParameters gl_DepthRange;\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"uniform vec4 gl_ClipPlane[gl_MaxClipPlanes];\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"struct gl_PointParameters {\n"
+" float size;\n"
+" float sizeMin;\n"
+" float sizeMax;\n"
+" float fadeThresholdSize;\n"
+" float distanceConstantAttenuation;\n"
+" float distanceLinearAttenuation;\n"
+" float distanceQuadraticAttenuation;\n"
+"};\n"
+"\n"
+"uniform gl_PointParameters gl_Point;\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"struct gl_MaterialParameters {\n"
+" vec4 emission;\n"
+" vec4 ambient;\n"
+" vec4 diffuse;\n"
+" vec4 specular;\n"
+" float shininess;\n"
+"};\n"
+"\n"
+"uniform gl_MaterialParameters gl_FrontMaterial;\n"
+"uniform gl_MaterialParameters gl_BackMaterial;\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"struct gl_LightSourceParameters {\n"
+" vec4 ambient;\n"
+" vec4 diffuse;\n"
+" vec4 specular;\n"
+" vec4 position;\n"
+" vec4 halfVector;\n"
+" vec3 spotDirection;\n"
+" float spotExponent;\n"
+" float spotCutoff;\n"
+"\n"
+" float spotCosCutoff;\n"
+"\n"
+" float constantAttenuation;\n"
+" float linearAttenuation;\n"
+" float quadraticAttenuation;\n"
+"};\n"
+"\n"
+"uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights];\n"
+"\n"
+"struct gl_LightModelParameters {\n"
+" vec4 ambient;\n"
+"};\n"
+"\n"
+"uniform gl_LightModelParameters gl_LightModel;\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"struct gl_LightModelProducts {\n"
+" vec4 sceneColor;\n"
+"};\n"
+"\n"
+"uniform gl_LightModelProducts gl_FrontLightModelProduct;\n"
+"uniform gl_LightModelProducts gl_BackLightModelProduct;\n"
+"\n"
+"struct gl_LightProducts {\n"
+" vec4 ambient;\n"
+" vec4 diffuse;\n"
+" vec4 specular;\n"
+"};\n"
+"\n"
+"uniform gl_LightProducts gl_FrontLightProduct[gl_MaxLights];\n"
+"uniform gl_LightProducts gl_BackLightProduct[gl_MaxLights];\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"uniform vec4 gl_TextureEnvColor[gl_MaxTextureImageUnits];\n"
+"uniform vec4 gl_EyePlaneS[gl_MaxTextureCoords];\n"
+"uniform vec4 gl_EyePlaneT[gl_MaxTextureCoords];\n"
+"uniform vec4 gl_EyePlaneR[gl_MaxTextureCoords];\n"
+"uniform vec4 gl_EyePlaneQ[gl_MaxTextureCoords];\n"
+"uniform vec4 gl_ObjectPlaneS[gl_MaxTextureCoords];\n"
+"uniform vec4 gl_ObjectPlaneT[gl_MaxTextureCoords];\n"
+"uniform vec4 gl_ObjectPlaneR[gl_MaxTextureCoords];\n"
+"uniform vec4 gl_ObjectPlaneQ[gl_MaxTextureCoords];\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"struct gl_FogParameters {\n"
+" vec4 color;\n"
+" float density;\n"
+" float start;\n"
+" float end;\n"
+" float scale;\n"
+"};\n"
+"\n"
+"uniform gl_FogParameters gl_Fog;\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float radians (float deg) {\n"
+" return 3.141593 * deg / 180.0;\n"
+"}\n"
+"vec2 radians (vec2 deg) {\n"
+" return vec2 (radians (deg.x), radians (deg.y));\n"
+"}\n"
+"vec3 radians (vec3 deg) {\n"
+" return vec3 (radians (deg.x), radians (deg.y), radians (deg.z));\n"
+"}\n"
+"vec4 radians (vec4 deg) {\n"
+" return vec4 (radians (deg.x), radians (deg.y), radians (deg.z), radians (deg.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float degrees (float rad) {\n"
+" return 180.0 * rad / 3.141593;\n"
+"}\n"
+"vec2 degrees (vec2 rad) {\n"
+" return vec2 (degrees (rad.x), degrees (rad.y));\n"
+"}\n"
+"vec3 degrees (vec3 rad) {\n"
+" return vec3 (degrees (rad.x), degrees (rad.y), degrees (rad.z));\n"
+"}\n"
+"vec4 degrees (vec4 rad) {\n"
+" return vec4 (degrees (rad.x), degrees (rad.y), degrees (rad.z), degrees (rad.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float sin (float angle) {\n"
+" return 0.0;\n"
+"}\n"
+"vec2 sin (vec2 angle) {\n"
+" return vec2 (sin (angle.x), sin (angle.y));\n"
+"}\n"
+"vec3 sin (vec3 angle) {\n"
+" return vec3 (sin (angle.x), sin (angle.y), sin (angle.z));\n"
+"}\n"
+"vec4 sin (vec4 angle) {\n"
+" return vec4 (sin (angle.x), sin (angle.y), sin (angle.z), sin (angle.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float cos (float angle) {\n"
+" return sin (angle + 1.5708);\n"
+"}\n"
+"vec2 cos (vec2 angle) {\n"
+" return vec2 (cos (angle.x), cos (angle.y));\n"
+"}\n"
+"vec3 cos (vec3 angle) {\n"
+" return vec3 (cos (angle.x), cos (angle.y), cos (angle.z));\n"
+"}\n"
+"vec4 cos (vec4 angle) {\n"
+" return vec4 (cos (angle.x), cos (angle.y), cos (angle.z), cos (angle.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float tan (float angle) {\n"
+" return sin (angle) / cos (angle);\n"
+"}\n"
+"vec2 tan (vec2 angle) {\n"
+" return vec2 (tan (angle.x), tan (angle.y));\n"
+"}\n"
+"vec3 tan (vec3 angle) {\n"
+" return vec3 (tan (angle.x), tan (angle.y), tan (angle.z));\n"
+"}\n"
+"vec4 tan (vec4 angle) {\n"
+" return vec4 (tan (angle.x), tan (angle.y), tan (angle.z), tan (angle.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float asin (float x) {\n"
+" return 0.0;\n"
+"}\n"
+"vec2 asin (vec2 x) {\n"
+" return vec2 (asin (x.x), asin (x.y));\n"
+"}\n"
+"vec3 asin (vec3 x) {\n"
+" return vec3 (asin (x.x), asin (x.y), asin (x.z));\n"
+"}\n"
+"vec4 asin (vec4 x) {\n"
+" return vec4 (asin (x.x), asin (x.y), asin (x.z), asin (x.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float acos (float x) {\n"
+" return 0.0;\n"
+"}\n"
+"vec2 acos (vec2 x) {\n"
+" return vec2 (acos (x.x), acos (x.y));\n"
+"}\n"
+"vec3 acos (vec3 x) {\n"
+" return vec3 (acos (x.x), acos (x.y), acos (x.z));\n"
+"}\n"
+"vec4 acos (vec4 x) {\n"
+" return vec4 (acos (x.x), acos (x.y), acos (x.z), acos (x.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float atan (float x, float y) {\n"
+" return 0.0;\n"
+"}\n"
+"vec2 atan (vec2 x, vec2 y) {\n"
+" return vec2 (atan (x.x, y.x), atan (x.y, y.y));\n"
+"}\n"
+"vec3 atan (vec3 x, vec3 y) {\n"
+" return vec3 (atan (x.x, y.x), atan (x.y, y.y), atan (x.z, y.z));\n"
+"}\n"
+"vec4 atan (vec4 x, vec4 y) {\n"
+" return vec4 (atan (x.x, y.x), atan (x.y, y.y), atan (x.z, y.z), atan (x.w, y.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float atan (float y_over_x) {\n"
+" return 0.0;\n"
+"}\n"
+"vec2 atan (vec2 y_over_x) {\n"
+" return vec2 (atan (y_over_x.x), atan (y_over_x.y));\n"
+"}\n"
+"vec3 atan (vec3 y_over_x) {\n"
+" return vec3 (atan (y_over_x.x), atan (y_over_x.y), atan (y_over_x.z));\n"
+"}\n"
+"vec4 atan (vec4 y_over_x) {\n"
+" return vec4 (atan (y_over_x.x), atan (y_over_x.y), atan (y_over_x.z), atan (y_over_x.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float pow (float x, float y) {\n"
+" return 0.0;\n"
+"}\n"
+"vec2 pow (vec2 x, vec2 y) {\n"
+" return vec2 (pow (x.x, y.x), pow (x.y, y.y));\n"
+"}\n"
+"vec3 pow (vec3 x, vec3 y) {\n"
+" return vec3 (pow (x.x, y.x), pow (x.y, y.y), pow (x.z, y.z));\n"
+"}\n"
+"vec4 pow (vec4 x, vec4 y) {\n"
+" return vec4 (pow (x.x, y.x), pow (x.y, y.y), pow (x.z, y.z), pow (x.w, y.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float exp (float x) {\n"
+" return pow (2.71828183, x);\n"
+"}\n"
+"vec2 exp (vec2 x) {\n"
+" return vec2 (exp (x.x), exp (x.y));\n"
+"}\n"
+"vec3 exp (vec3 x) {\n"
+" return vec3 (exp (x.x), exp (x.y), exp (x.z));\n"
+"}\n"
+"vec4 exp (vec4 x) {\n"
+" return vec4 (exp (x.x), exp (x.y), exp (x.z), exp (x.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float log (float x) {\n"
+" return log2 (x) / log2 (2.71828183);\n"
+"}\n"
+"vec2 log (vec2 x) {\n"
+" return vec2 (log (x.x), log (x.y));\n"
+"}\n"
+"vec3 log (vec3 x) {\n"
+" return vec3 (log (x.x), log (x.y), log (x.z));\n"
+"}\n"
+"vec4 log (vec4 x) {\n"
+" return vec4 (log (x.x), log (x.y), log (x.z), log (x.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float exp2 (float x) {\n"
+" return pow (2.0, x);\n"
+"}\n"
+"vec2 exp2 (vec2 x) {\n"
+" return vec2 (exp2 (x.x), exp2 (x.y));\n"
+"}\n"
+"vec3 exp2 (vec3 x) {\n"
+" return vec3 (exp2 (x.x), exp2 (x.y), exp2 (x.z));\n"
+"}\n"
+"vec4 exp2 (vec4 x) {\n"
+" return vec4 (exp2 (x.x), exp2 (x.y), exp2 (x.z), exp2 (x.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float log2 (float x) {\n"
+" return 0.0;\n"
+"}\n"
+"vec2 log2 (vec2 x) {\n"
+" return vec2 (log2 (x.x), log2 (x.y));\n"
+"}\n"
+"vec3 log2 (vec3 x) {\n"
+" return vec3 (log2 (x.x), log2 (x.y), log2 (x.z));\n"
+"}\n"
+"vec4 log2 (vec4 x) {\n"
+" return vec4 (log2 (x.x), log2 (x.y), log2 (x.z), log2 (x.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float sqrt (float x) {\n"
+" return pow (x, 0.5);\n"
+"}\n"
+"vec2 sqrt (vec2 x) {\n"
+" return vec2 (sqrt (x.x), sqrt (x.y));\n"
+"}\n"
+"vec3 sqrt (vec3 x) {\n"
+" return vec3 (sqrt (x.x), sqrt (x.y), sqrt (x.z));\n"
+"}\n"
+"vec4 sqrt (vec4 x) {\n"
+" return vec4 (sqrt (x.x), sqrt (x.y), sqrt (x.z), sqrt (x.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float inversesqrt (float x) {\n"
+" return 1.0 / sqrt (x);\n"
+"}\n"
+"vec2 inversesqrt (vec2 x) {\n"
+" return vec2 (inversesqrt (x.x), inversesqrt (x.y));\n"
+"}\n"
+"vec3 inversesqrt (vec3 x) {\n"
+" return vec3 (inversesqrt (x.x), inversesqrt (x.y), inversesqrt (x.z));\n"
+"}\n"
+"vec4 inversesqrt (vec4 x) {\n"
+" return vec4 (inversesqrt (x.x), inversesqrt (x.y), inversesqrt (x.z), inversesqrt (x.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float abs (float x) {\n"
+" return x >= 0.0 ? x : -x;\n"
+"}\n"
+"vec2 abs (vec2 x) {\n"
+" return vec2 (abs (x.x), abs (x.y));\n"
+"}\n"
+"vec3 abs (vec3 x) {\n"
+" return vec3 (abs (x.x), abs (x.y), abs (x.z));\n"
+"}\n"
+"vec4 abs (vec4 x) {\n"
+" return vec4 (abs (x.x), abs (x.y), abs (x.z), abs (x.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float sign (float x) {\n"
+" return x > 0.0 ? 1.0 : x < 0.0 ? -1.0 : 0.0;\n"
+"}\n"
+"vec2 sign (vec2 x) {\n"
+" return vec2 (sign (x.x), sign (x.y));\n"
+"}\n"
+"vec3 sign (vec3 x) {\n"
+" return vec3 (sign (x.x), sign (x.y), sign (x.z));\n"
+"}\n"
+"vec4 sign (vec4 x) {\n"
+" return vec4 (sign (x.x), sign (x.y), sign (x.z), sign (x.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float floor (float x) {\n"
+" return 0.0;\n"
+"}\n"
+"vec2 floor (vec2 x) {\n"
+" return vec2 (floor (x.x), floor (x.y));\n"
+"}\n"
+"vec3 floor (vec3 x) {\n"
+" return vec3 (floor (x.x), floor (x.y), floor (x.z));\n"
+"}\n"
+"vec4 floor (vec4 x) {\n"
+" return vec4 (floor (x.x), floor (x.y), floor (x.z), floor (x.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float ceil (float x) {\n"
+" return 0.0;\n"
+"}\n"
+"vec2 ceil (vec2 x) {\n"
+" return vec2 (ceil (x.x), ceil (x.y));\n"
+"}\n"
+"vec3 ceil (vec3 x) {\n"
+" return vec3 (ceil (x.x), ceil (x.y), ceil (x.z));\n"
+"}\n"
+"vec4 ceil (vec4 x) {\n"
+" return vec4 (ceil (x.x), ceil (x.y), ceil (x.z), ceil (x.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float fract (float x) {\n"
+" return x - floor (x);\n"
+"}\n"
+"vec2 fract (vec2 x) {\n"
+" return vec2 (fract (x.x), fract (x.y));\n"
+"}\n"
+"vec3 fract (vec3 x) {\n"
+" return vec3 (fract (x.x), fract (x.y), fract (x.z));\n"
+"}\n"
+"vec4 fract (vec4 x) {\n"
+" return vec4 (fract (x.x), fract (x.y), fract (x.z), fract (x.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float mod (float x, float y) {\n"
+" return x - y * floor (x / y);\n"
+"}\n"
+"vec2 mod (vec2 x, float y) {\n"
+" return vec2 (mod (x.x, y), mod (x.y, y));\n"
+"}\n"
+"vec3 mod (vec3 x, float y) {\n"
+" return vec3 (mod (x.x, y), mod (x.y, y), mod (x.z, y));\n"
+"}\n"
+"vec4 mod (vec4 x, float y) {\n"
+" return vec4 (mod (x.x, y), mod (x.y, y), mod (x.z, y), mod (x.w, y));\n"
+"}\n"
+"vec2 mod (vec2 x, vec2 y) {\n"
+" return vec2 (mod (x.x, y.x), mod (x.y, y.y));\n"
+"}\n"
+"vec3 mod (vec3 x, vec3 y) {\n"
+" return vec3 (mod (x.x, y.x), mod (x.y, y.y), mod (x.z, y.z));\n"
+"}\n"
+"vec4 mod (vec4 x, vec4 y) {\n"
+" return vec4 (mod (x.x, y.x), mod (x.y, y.y), mod (x.z, y.z), mod (x.w, y.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float min (float x, float y) {\n"
+" return y < x ? y : x;\n"
+"}\n"
+"vec2 min (vec2 x, float y) {\n"
+" return vec2 (min (x.x, y), min (x.y, y));\n"
+"}\n"
+"vec3 min (vec3 x, float y) {\n"
+" return vec3 (min (x.x, y), min (x.y, y), min (x.z, y));\n"
+"}\n"
+"vec4 min (vec4 x, float y) {\n"
+" return vec4 (min (x.x, y), min (x.y, y), min (x.z, y), min (x.w, y));\n"
+"}\n"
+"vec2 min (vec2 x, vec2 y) {\n"
+" return vec2 (min (x.x, y.x), min (x.y, y.y));\n"
+"}\n"
+"vec3 min (vec3 x, vec3 y) {\n"
+" return vec3 (min (x.x, y.x), min (x.y, y.y), min (x.z, y.z));\n"
+"}\n"
+"vec4 min (vec4 x, vec4 y) {\n"
+" return vec4 (min (x.x, y.x), min (x.y, y.y), min (x.z, y.z), min (x.w, y.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float max (float x, float y) {\n"
+" return min (y, x);\n"
+"}\n"
+"vec2 max (vec2 x, float y) {\n"
+" return vec2 (max (x.x, y), max (x.y, y));\n"
+"}\n"
+"vec3 max (vec3 x, float y) {\n"
+" return vec3 (max (x.x, y), max (x.y, y), max (x.z, y));\n"
+"}\n"
+"vec4 max (vec4 x, float y) {\n"
+" return vec4 (max (x.x, y), max (x.y, y), max (x.z, y), max (x.w, y));\n"
+"}\n"
+"vec2 max (vec2 x, vec2 y) {\n"
+" return vec2 (max (x.x, y.x), max (x.y, y.y));\n"
+"}\n"
+"vec3 max (vec3 x, vec3 y) {\n"
+" return vec3 (max (x.x, y.x), max (x.y, y.y), max (x.z, y.z));\n"
+"}\n"
+"vec4 max (vec4 x, vec4 y) {\n"
+" return vec4 (max (x.x, y.x), max (x.y, y.y), max (x.z, y.z), max (x.w, y.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float clamp (float x, float minVal, float maxVal) {\n"
+" return min (max (x, minVal), maxVal);\n"
+"}\n"
+"vec2 clamp (vec2 x, float minVal, float maxVal) {\n"
+" return vec2 (clamp (x.x, minVal, maxVal), clamp (x.y, minVal, maxVal));\n"
+"}\n"
+"vec3 clamp (vec3 x, float minVal, float maxVal) {\n"
+" return vec3 (clamp (x.x, minVal, maxVal), clamp (x.y, minVal, maxVal),\n"
+" clamp (x.z, minVal, maxVal));\n"
+"}\n"
+"vec4 clamp (vec4 x, float minVal, float maxVal) {\n"
+" return vec4 (clamp (x.x, minVal, maxVal), clamp (x.y, minVal, maxVal),\n"
+" clamp (x.z, minVal, maxVal), clamp (x.w, minVal, maxVal));\n"
+"}\n"
+"vec2 clamp (vec2 x, vec2 minVal, vec2 maxVal) {\n"
+" return vec2 (clamp (x.x, minVal.x, maxVal.x), clamp (x.y, minVal.y, maxVal.y));\n"
+"}\n"
+"vec3 clamp (vec3 x, vec3 minVal, vec3 maxVal) {\n"
+" return vec3 (clamp (x.x, minVal.x, maxVal.x), clamp (x.y, minVal.y, maxVal.y),\n"
+" clamp (x.z, minVal.z, maxVal.z));\n"
+"}\n"
+"vec4 clamp (vec4 x, vec4 minVal, vec4 maxVal) {\n"
+" return vec4 (clamp (x.x, minVal.x, maxVal.y), clamp (x.y, minVal.y, maxVal.y),\n"
+" clamp (x.z, minVal.z, maxVal.z), clamp (x.w, minVal.w, maxVal.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float mix (float x, float y, float a) {\n"
+" return x * (1.0 - a) + y * a;\n"
+"}\n"
+"vec2 mix (vec2 x, vec2 y, float a) {\n"
+" return vec2 (mix (x.x, y.x, a), mix (x.y, y.y, a));\n"
+"}\n"
+"vec3 mix (vec3 x, vec3 y, float a) {\n"
+" return vec3 (mix (x.x, y.x, a), mix (x.y, y.y, a), mix (x.z, y.z, a));\n"
+"}\n"
+"vec4 mix (vec4 x, vec4 y, float a) {\n"
+" return vec4 (mix (x.x, y.x, a), mix (x.y, y.y, a), mix (x.z, y.z, a), mix (x.w, y.w, a));\n"
+"}\n"
+"vec2 mix (vec2 x, vec2 y, vec2 a) {\n"
+" return vec2 (mix (x.x, y.x, a.x), mix (x.y, y.y, a.y));\n"
+"}\n"
+"vec3 mix (vec3 x, vec3 y, vec3 a) {\n"
+" return vec3 (mix (x.x, y.x, a.x), mix (x.y, y.y, a.y), mix (x.z, y.z, a.z));\n"
+"}\n"
+"vec4 mix (vec4 x, vec4 y, vec4 a) {\n"
+" return vec4 (mix (x.x, y.x, a.x), mix (x.y, y.y, a.y), mix (x.z, y.z, a.z),\n"
+" mix (x.w, y.w, a.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float step (float edge, float x) {\n"
+" return x < edge ? 0.0 : 1.0;\n"
+"}\n"
+"vec2 step (float edge, vec2 x) {\n"
+" return vec2 (step (edge, x.x), step (edge, x.y));\n"
+"}\n"
+"vec3 step (float edge, vec3 x) {\n"
+" return vec3 (step (edge, x.x), step (edge, x.y), step (edge, x.z));\n"
+"}\n"
+"vec4 step (float edge, vec4 x) {\n"
+" return vec4 (step (edge, x.x), step (edge, x.y), step (edge, x.z), step (edge, x.w));\n"
+"}\n"
+"vec2 step (vec2 edge, vec2 x) {\n"
+" return vec2 (step (edge.x, x.x), step (edge.y, x.y));\n"
+"}\n"
+"vec3 step (vec3 edge, vec3 x) {\n"
+" return vec3 (step (edge.x, x.x), step (edge.y, x.y), step (edge.z, x.z));\n"
+"}\n"
+"vec4 step (vec4 edge, vec4 x) {\n"
+" return vec4 (step (edge.x, x.x), step (edge.y, x.y), step (edge.z, x.z), step (edge.w, x.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float smoothstep (float edge0, float edge1, float x) {\n"
+" const float t = clamp ((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n"
+" return t * t * (3.0 - 2.0 * t);\n"
+"}\n"
+"vec2 smoothstep (float edge0, float edge1, vec2 x) {\n"
+" return vec2 (smoothstep (edge0, edge1, x.x), smoothstep (edge0, edge1, x.y));\n"
+"}\n"
+"vec3 smoothstep (float edge0, float edge1, vec3 x) {\n"
+" return vec3 (smoothstep (edge0, edge1, x.x), smoothstep (edge0, edge1, x.y),\n"
+" smoothstep (edge0, edge1, x.z));\n"
+"}\n"
+"vec4 smoothstep (float edge0, float edge1, vec4 x) {\n"
+" return vec4 (smoothstep (edge0, edge1, x.x), smoothstep (edge0, edge1, x.y),\n"
+" smoothstep (edge0, edge1, x.z), smoothstep (edge0, edge1, x.w));\n"
+"}\n"
+"vec2 smoothstep (vec2 edge0, vec2 edge1, vec2 x) {\n"
+" return vec2 (smoothstep (edge0.x, edge1.x, x.x), smoothstep (edge0.y, edge1.y, x.y));\n"
+"}\n"
+"vec3 smoothstep (vec3 edge0, vec3 edge1, vec3 x) {\n"
+" return vec3 (smoothstep (edge0.x, edge1.x, x.x), smoothstep (edge0.y, edge1.y, x.y),\n"
+" smoothstep (edge0.z, edge1.z, x.z));\n"
+"}\n"
+"vec4 smoothstep (vec4 edge0, vec4 edge1, vec4 x) {\n"
+" return vec4 (smoothstep (edge0.x, edge1.x, x.x), smoothstep (edge0.y, edge1.y, x.y),\n"
+" smoothstep (edge0.z, edge1.z, x.z), smoothstep (edge0.w, edge1.w, x.w));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float dot (float x, float y) {\n"
+" return x * y;\n"
+"}\n"
+"float dot (vec2 x, vec2 y) {\n"
+" return dot (x.x, y.x) + dot (x.y, y.y);\n"
+"}\n"
+"float dot (vec3 x, vec3 y) {\n"
+" return dot (x.x, y.x) + dot (x.y, y.y) + dot (x.z, y.z);\n"
+"}\n"
+"float dot (vec4 x, vec4 y) {\n"
+" return dot (x.x, y.x) + dot (x.y, y.y) + dot (x.z, y.z) + dot (x.w, y.w);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float length (float x) {\n"
+" return sqrt (dot (x, x));\n"
+"}\n"
+"float length (vec2 x) {\n"
+" return sqrt (dot (x, x));\n"
+"}\n"
+"float length (vec3 x) {\n"
+" return sqrt (dot (x, x));\n"
+"}\n"
+"float length (vec4 x) {\n"
+" return sqrt (dot (x, x));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float distance (float x, float y) {\n"
+" return length (x - y);\n"
+"}\n"
+"float distance (vec2 x, vec2 y) {\n"
+" return length (x - y);\n"
+"}\n"
+"float distance (vec3 x, vec3 y) {\n"
+" return length (x - y);\n"
+"}\n"
+"float distance (vec4 x, vec4 y) {\n"
+" return length (x - y);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"vec3 cross (vec3 x, vec3 y) {\n"
+" return vec3 (x.y * y.z - y.y * x.z, x.z * y.x - y.z * x.x, x.x * y.y - y.x * x.y);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float normalize (float x) {\n"
+" return 1.0;\n"
+"}\n"
+"vec2 normalize (vec2 x) {\n"
+" return x / length (x);\n"
+"}\n"
+"vec3 normalize (vec3 x) {\n"
+" return x / length (x);\n"
+"}\n"
+"vec4 normalize (vec4 x) {\n"
+" return x / length (x);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float faceforward (float N, float I, float Nref) {\n"
+" return dot (Nref, I) < 0.0 ? N : -N;\n"
+"}\n"
+"vec2 faceforward (vec2 N, vec2 I, vec2 Nref) {\n"
+" return dot (Nref, I) < 0.0 ? N : -N;\n"
+"}\n"
+"vec3 faceforward (vec3 N, vec3 I, vec3 Nref) {\n"
+" return dot (Nref, I) < 0.0 ? N : -N;\n"
+"}\n"
+"vec4 faceforward (vec4 N, vec4 I, vec4 Nref) {\n"
+" return dot (Nref, I) < 0.0 ? N : -N;\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float reflect (float I, float N) {\n"
+" return I - 2.0 * dot (N, I) * N;\n"
+"}\n"
+"vec2 reflect (vec2 I, vec2 N) {\n"
+" return I - 2.0 * dot (N, I) * N;\n"
+"}\n"
+"vec3 reflect (vec3 I, vec3 N) {\n"
+" return I - 2.0 * dot (N, I) * N;\n"
+"}\n"
+"vec4 reflect (vec4 I, vec4 N) {\n"
+" return I - 2.0 * dot (N, I) * N;\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float refract (float I, float N, float eta) {\n"
+" const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I));\n"
+" if (k < 0.0)\n"
+" return 0.0;\n"
+" return eta * I - (eta * dot (N, I) + sqrt (k)) * N;\n"
+"}\n"
+"vec2 refract (vec2 I, vec2 N, float eta) {\n"
+" const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I));\n"
+" if (k < 0.0)\n"
+" return vec2 (0.0);\n"
+" return eta * I - (eta * dot (N, I) + sqrt (k)) * N;\n"
+"}\n"
+"vec3 refract (vec3 I, vec3 N, float eta) {\n"
+" const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I));\n"
+" if (k < 0.0)\n"
+" return vec3 (0.0);\n"
+" return eta * I - (eta * dot (N, I) + sqrt (k)) * N;\n"
+"}\n"
+"vec4 refract (vec4 I, vec4 N, float eta) {\n"
+" const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I));\n"
+" if (k < 0.0)\n"
+" return vec4 (0.0);\n"
+" return eta * I - (eta * dot (N, I) + sqrt (k)) * N;\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"mat2 matrixCompMult (mat2 x, mat2 y) {\n"
+" return mat2 (\n"
+" x[0].x * y[0].x, x[0].y * y[0].y,\n"
+" x[1].x * y[1].x, x[1].y * y[1].y\n"
+" );\n"
+"}\n"
+"mat3 matrixCompMult (mat3 x, mat3 y) {\n"
+" return mat4 (\n"
+" x[0].x * y[0].x, x[0].y * y[0].y, x[0].z * y[0].z,\n"
+" x[1].x * y[1].x, x[1].y * y[1].y, x[1].z * y[1].z,\n"
+" x[2].x * y[2].x, x[2].y * y[2].y, x[2].z * y[2].z\n"
+" );\n"
+"}\n"
+"mat4 matrixCompMult (mat4 x, mat4 y) {\n"
+" return mat4 (\n"
+" x[0].x * y[0].x, x[0].y * y[0].y, x[0].z * y[0].z + x[0].w * y[0].w,\n"
+" x[1].x * y[1].x, x[1].y * y[1].y, x[1].z * y[1].z + x[1].w * y[1].w,\n"
+" x[2].x * y[2].x, x[2].y * y[2].y, x[2].z * y[2].z + x[2].w * y[2].w,\n"
+" x[3].x * y[3].x, x[3].y * y[3].y, x[3].z * y[3].z + x[3].w * y[3].w\n"
+" );\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"bvec2 lessThan (vec2 x, vec2 y) {\n"
+" return bvec2 (x.x < y.x, x.y < y.y);\n"
+"}\n"
+"bvec3 lessThan (vec3 x, vec3 y) {\n"
+" return bvec3 (x.x < y.x, x.y < y.y, x.z < y.z);\n"
+"}\n"
+"bvec4 lessThan (vec4 x, vec4 y) {\n"
+" return bvec4 (x.x < y.x, x.y < y.y, x.z < y.z, x.w < y.w);\n"
+"}\n"
+"bvec2 lessThan (ivec2 x, ivec2 y) {\n"
+" return bvec2 (x.x < y.x, x.y < y.y);\n"
+"}\n"
+"bvec3 lessThan (ivec3 x, ivec3 y) {\n"
+" return bvec3 (x.x < y.x, x.y < y.y, x.z < y.z);\n"
+"}\n"
+"bvec4 lessThan (ivec4 x, ivec4 y) {\n"
+" return bvec4 (x.x < y.x, x.y < y.y, x.z < y.z, x.w < y.w);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"bvec2 lessThanEqual (vec2 x, vec2 y) {\n"
+" return bvec2 (x.x <= y.x, x.y <= y.y);\n"
+"}\n"
+"bvec3 lessThanEqual (vec3 x, vec3 y) {\n"
+" return bvec3 (x.x <= y.x, x.y <= y.y, x.z <= y.z);\n"
+"}\n"
+"bvec4 lessThanEqual (vec4 x, vec4 y) {\n"
+" return bvec4 (x.x <= y.x, x.y <= y.y, x.z <= y.z, x.w <= y.w);\n"
+"}\n"
+"bvec2 lessThanEqual (ivec2 x, ivec2 y) {\n"
+" return bvec2 (x.x <= y.x, x.y <= y.y);\n"
+"}\n"
+"bvec3 lessThanEqual (ivec3 x, ivec3 y) {\n"
+" return bvec3 (x.x <= y.x, x.y <= y.y, x.z <= y.z);\n"
+"}\n"
+"bvec4 lessThanEqual (ivec4 x, ivec4 y) {\n"
+" return bvec4 (x.x <= y.x, x.y <= y.y, x.z <= y.z, x.w <= y.w);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"bvec2 greaterThan (vec2 x, vec2 y) {\n"
+" return bvec2 (x.x > y.x, x.y > y.y);\n"
+"}\n"
+"bvec3 greaterThan (vec3 x, vec3 y) {\n"
+" return bvec3 (x.x > y.x, x.y > y.y, x.z > y.z);\n"
+"}\n"
+"bvec4 greaterThan (vec4 x, vec4 y) {\n"
+" return bvec4 (x.x > y.x, x.y > y.y, x.z > y.z, x.w > y.w);\n"
+"}\n"
+"bvec2 greaterThan (ivec2 x, ivec2 y) {\n"
+" return bvec2 (x.x > y.x, x.y > y.y);\n"
+"}\n"
+"bvec3 greaterThan (ivec3 x, ivec3 y) {\n"
+" return bvec3 (x.x > y.x, x.y > y.y, x.z > y.z);\n"
+"}\n"
+"bvec4 greaterThan (ivec4 x, ivec4 y) {\n"
+" return bvec4 (x.x > y.x, x.y > y.y, x.z > y.z, x.w > y.w);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"bvec2 greaterThanEqual (vec2 x, vec2 y) {\n"
+" return bvec2 (x.x >= y.x, x.y >= y.y);\n"
+"}\n"
+"bvec3 greaterThanEqual (vec3 x, vec3 y) {\n"
+" return bvec3 (x.x >= y.x, x.y >= y.y, x.z >= y.z);\n"
+"}\n"
+"bvec4 greaterThanEqual (vec4 x, vec4 y) {\n"
+" return bvec4 (x.x >= y.x, x.y >= y.y, x.z >= y.z, x.w >= y.w);\n"
+"}\n"
+"bvec2 greaterThanEqual (ivec2 x, ivec2 y) {\n"
+" return bvec2 (x.x >= y.x, x.y >= y.y);\n"
+"}\n"
+"bvec3 greaterThanEqual (ivec3 x, ivec3 y) {\n"
+" return bvec3 (x.x >= y.x, x.y >= y.y, x.z >= y.z);\n"
+"}\n"
+"bvec4 greaterThanEqual (ivec4 x, ivec4 y) {\n"
+" return bvec4 (x.x >= y.x, x.y >= y.y, x.z >= y.z, x.w >= y.w);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"bvec2 equal (vec2 x, vec2 y) {\n"
+" return bvec2 (x.x == y.x, x.y == y.y);\n"
+"}\n"
+"bvec3 equal (vec3 x, vec3 y) {\n"
+" return bvec3 (x.x == y.x, x.y == y.y, x.z == y.z);\n"
+"}\n"
+"bvec4 equal (vec4 x, vec4 y) {\n"
+" return bvec4 (x.x == y.x, x.y == y.y, x.z == y.z, x.w == y.w);\n"
+"}\n"
+"bvec2 equal (ivec2 x, ivec2 y) {\n"
+" return bvec2 (x.x == y.x, x.y == y.y);\n"
+"}\n"
+"bvec3 equal (ivec3 x, ivec3 y) {\n"
+" return bvec3 (x.x == y.x, x.y == y.y, x.z == y.z);\n"
+"}\n"
+"bvec4 equal (ivec4 x, ivec4 y) {\n"
+" return bvec4 (x.x == y.x, x.y == y.y, x.z == y.z, x.w == y.w);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"bvec2 notEqual (vec2 x, vec2 y) {\n"
+" return bvec2 (x.x != y.x, x.y != y.y);\n"
+"}\n"
+"bvec3 notEqual (vec3 x, vec3 y) {\n"
+" return bvec3 (x.x != y.x, x.y != y.y, x.z != y.z);\n"
+"}\n"
+"bvec4 notEqual (vec4 x, vec4 y) {\n"
+" return bvec4 (x.x != y.x, x.y != y.y, x.z != y.z, x.w != y.w);\n"
+"}\n"
+"bvec2 notEqual (ivec2 x, ivec2 y) {\n"
+" return bvec2 (x.x != y.x, x.y != y.y);\n"
+"}\n"
+"bvec3 notEqual (ivec3 x, ivec3 y) {\n"
+" return bvec3 (x.x != y.x, x.y != y.y, x.z != y.z);\n"
+"}\n"
+"bvec4 notEqual (ivec4 x, ivec4 y) {\n"
+" return bvec4 (x.x != y.x, x.y != y.y, x.z != y.z, x.w != y.w);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"bool any (bvec2 x) {\n"
+" return x.x || x.y;\n"
+"}\n"
+"bool any (bvec3 x) {\n"
+" return x.x || x.y || x.z;\n"
+"}\n"
+"bool any (bvec4 x) {\n"
+" return x.x || x.y || x.z || x.w;\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"bool all (bvec2 x) {\n"
+" return x.x && x.y;\n"
+"}\n"
+"bool all (bvec3 x) {\n"
+" return x.x && x.y && x.z;\n"
+"}\n"
+"bool all (bvec4 x) {\n"
+" return x.x && x.y && x.z && x.w;\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"bvec2 not (bvec2 x) {\n"
+" return bvec2 (!x.x, !x.y);\n"
+"}\n"
+"bvec3 not (bvec3 x) {\n"
+" return bvec3 (!x.x, !x.y, !x.z);\n"
+"}\n"
+"bvec4 not (bvec4 x) {\n"
+" return bvec4 (!x.x, !x.y, !x.z, !x.w);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
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+"\n"
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+"\n"
+"\n"
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+"\n"
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+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"vec4 texture1D (sampler1D sampler, float coord) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"vec4 texture1DProj (sampler1D sampler, vec2 coord) {\n"
+" return texture1D (sampler, coord.s / coord.t);\n"
+"}\n"
+"vec4 texture1DProj (sampler1D sampler, vec4 coord) {\n"
+" return texture1D (sampler, coord.s / coord.q);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"vec4 texture2D (sampler2D sampler, vec2 coord) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"vec4 texture2DProj (sampler2D sampler, vec3 coord) {\n"
+" return texture2D (sampler, vec2 (coord.s / coord.p, coord.t / coord.p));\n"
+"}\n"
+"vec4 texture2DProj (sampler2D sampler, vec4 coord) {\n"
+" return texture2D (sampler, vec2 (coord.s / coord.q, coord.t / coord.q));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"vec4 texture3D (sampler3D sampler, vec3 coord) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"vec4 texture3DProj (sampler3D sampler, vec4 coord) {\n"
+" return texture3D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"vec4 textureCube (samplerCube sampler, vec3 coord) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"vec4 shadow1D (sampler1DShadow sampler, vec3 coord) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"\n"
+"vec4 shadow2D (sampler2DShadow sampler, vec3 coord) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord) {\n"
+" return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q));\n"
+"}\n"
+"vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord) {\n"
+" return shadow2D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q));\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float noise1 (float x) {\n"
+" return 0.0;\n"
+"}\n"
+"\n"
+"float noise1 (vec2 x) {\n"
+" return 0.0;\n"
+"}\n"
+"\n"
+"float noise1 (vec3 x) {\n"
+" return 0.0;\n"
+"}\n"
+"\n"
+"float noise1 (vec4 x) {\n"
+" return 0.0;\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"vec2 noise2 (float x) {\n"
+" return vec2 (0.0);\n"
+"}\n"
+"\n"
+"vec2 noise2 (vec2 x) {\n"
+" return vec2 (0.0);\n"
+"}\n"
+"\n"
+"vec2 noise2 (vec3 x) {\n"
+" return vec2 (0.0);\n"
+"}\n"
+"\n"
+"vec2 noise2 (vec4 x) {\n"
+" return vec2 (0.0);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"vec3 noise3 (float x) {\n"
+" return vec3 (0.0);\n"
+"}\n"
+"\n"
+"vec3 noise3 (vec2 x) {\n"
+" return vec3 (0.0);\n"
+"}\n"
+"\n"
+"vec3 noise3 (vec3 x) {\n"
+" return vec3 (0.0);\n"
+"}\n"
+"\n"
+"vec3 noise3 (vec4 x) {\n"
+" return vec3 (0.0);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"vec4 noise4 (float x) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"\n"
+"vec4 noise4 (vec2 x) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"\n"
+"vec4 noise4 (vec3 x) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"\n"
+"vec4 noise4 (vec4 x) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"\n"
diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin_gc_bin.h b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin_gc_bin.h
new file mode 100755
index 000000000..971229a92
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin_gc_bin.h
@@ -0,0 +1,943 @@
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+120,0,38,0,18,120,0,59,121,0,18,121,0,59,121,0,38,0,18,120,0,59,122,0,
+18,121,0,59,122,0,38,0,18,120,0,59,119,0,18,121,0,59,119,0,38,0,0,0,
+0,1,0,2,0,101,113,117,97,108,0,1,0,0,6,120,0,0,1,0,0,6,121,0,
+0,0,1,8,58,98,118,101,99,50,0,18,120,0,59,120,0,18,121,0,59,120,0,38,
+0,18,120,0,59,121,0,18,121,0,59,121,0,38,0,0,0,0,1,0,3,0,101,113,
+117,97,108,0,1,0,0,7,120,0,0,1,0,0,7,121,0,0,0,1,8,58,98,118,
+101,99,51,0,18,120,0,59,120,0,18,121,0,59,120,0,38,0,18,120,0,59,121,0,
+18,121,0,59,121,0,38,0,18,120,0,59,122,0,18,121,0,59,122,0,38,0,0,0,
+0,1,0,4,0,101,113,117,97,108,0,1,0,0,8,120,0,0,1,0,0,8,121,0,
+0,0,1,8,58,98,118,101,99,52,0,18,120,0,59,120,0,18,121,0,59,120,0,38,
+0,18,120,0,59,121,0,18,121,0,59,121,0,38,0,18,120,0,59,122,0,18,121,0,
+59,122,0,38,0,18,120,0,59,119,0,18,121,0,59,119,0,38,0,0,0,0,1,0,
+2,0,110,111,116,69,113,117,97,108,0,1,0,0,10,120,0,0,1,0,0,10,121,0,
+0,0,1,8,58,98,118,101,99,50,0,18,120,0,59,120,0,18,121,0,59,120,0,39,
+0,18,120,0,59,121,0,18,121,0,59,121,0,39,0,0,0,0,1,0,3,0,110,111,
+116,69,113,117,97,108,0,1,0,0,11,120,0,0,1,0,0,11,121,0,0,0,1,8,
+58,98,118,101,99,51,0,18,120,0,59,120,0,18,121,0,59,120,0,39,0,18,120,0,
+59,121,0,18,121,0,59,121,0,39,0,18,120,0,59,122,0,18,121,0,59,122,0,39,
+0,0,0,0,1,0,4,0,110,111,116,69,113,117,97,108,0,1,0,0,12,120,0,0,
+1,0,0,12,121,0,0,0,1,8,58,98,118,101,99,52,0,18,120,0,59,120,0,18,
+121,0,59,120,0,39,0,18,120,0,59,121,0,18,121,0,59,121,0,39,0,18,120,0,
+59,122,0,18,121,0,59,122,0,39,0,18,120,0,59,119,0,18,121,0,59,119,0,39,
+0,0,0,0,1,0,2,0,110,111,116,69,113,117,97,108,0,1,0,0,6,120,0,0,
+1,0,0,6,121,0,0,0,1,8,58,98,118,101,99,50,0,18,120,0,59,120,0,18,
+121,0,59,120,0,39,0,18,120,0,59,121,0,18,121,0,59,121,0,39,0,0,0,0,
+1,0,3,0,110,111,116,69,113,117,97,108,0,1,0,0,7,120,0,0,1,0,0,7,
+121,0,0,0,1,8,58,98,118,101,99,51,0,18,120,0,59,120,0,18,121,0,59,120,
+0,39,0,18,120,0,59,121,0,18,121,0,59,121,0,39,0,18,120,0,59,122,0,18,
+121,0,59,122,0,39,0,0,0,0,1,0,4,0,110,111,116,69,113,117,97,108,0,1,
+0,0,8,120,0,0,1,0,0,8,121,0,0,0,1,8,58,98,118,101,99,52,0,18,
+120,0,59,120,0,18,121,0,59,120,0,39,0,18,120,0,59,121,0,18,121,0,59,121,
+0,39,0,18,120,0,59,122,0,18,121,0,59,122,0,39,0,18,120,0,59,119,0,18,
+121,0,59,119,0,39,0,0,0,0,1,0,1,0,97,110,121,0,1,0,0,2,120,0,
+0,0,1,8,18,120,0,59,120,0,18,120,0,59,121,0,32,0,0,1,0,1,0,97,
+110,121,0,1,0,0,3,120,0,0,0,1,8,18,120,0,59,120,0,18,120,0,59,121,
+0,32,18,120,0,59,122,0,32,0,0,1,0,1,0,97,110,121,0,1,0,0,4,120,
+0,0,0,1,8,18,120,0,59,120,0,18,120,0,59,121,0,32,18,120,0,59,122,0,
+32,18,120,0,59,119,0,32,0,0,1,0,1,0,97,108,108,0,1,0,0,2,120,0,
+0,0,1,8,18,120,0,59,120,0,18,120,0,59,121,0,34,0,0,1,0,1,0,97,
+108,108,0,1,0,0,3,120,0,0,0,1,8,18,120,0,59,120,0,18,120,0,59,121,
+0,34,18,120,0,59,122,0,34,0,0,1,0,1,0,97,108,108,0,1,0,0,4,120,
+0,0,0,1,8,18,120,0,59,120,0,18,120,0,59,121,0,34,18,120,0,59,122,0,
+34,18,120,0,59,119,0,34,0,0,1,0,2,0,110,111,116,0,1,0,0,2,120,0,
+0,0,1,8,58,98,118,101,99,50,0,18,120,0,59,120,0,56,0,18,120,0,59,121,
+0,56,0,0,0,0,1,0,3,0,110,111,116,0,1,0,0,3,120,0,0,0,1,8,
+58,98,118,101,99,51,0,18,120,0,59,120,0,56,0,18,120,0,59,121,0,56,0,18,
+120,0,59,122,0,56,0,0,0,0,1,0,4,0,110,111,116,0,1,0,0,4,120,0,
+0,0,1,8,58,98,118,101,99,52,0,18,120,0,59,120,0,56,0,18,120,0,59,121,
+0,56,0,18,120,0,59,122,0,56,0,18,120,0,59,119,0,56,0,0,0,0,1,0,
+12,0,116,101,120,116,117,114,101,49,68,0,1,0,0,16,115,97,109,112,108,101,114,0,
+0,1,0,0,9,99,111,111,114,100,0,0,0,1,8,58,118,101,99,52,0,17,48,0,
+48,0,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,101,49,68,80,114,111,106,
+0,1,0,0,16,115,97,109,112,108,101,114,0,0,1,0,0,10,99,111,111,114,100,0,
+0,0,1,8,58,116,101,120,116,117,114,101,49,68,0,18,115,97,109,112,108,101,114,0,
+0,18,99,111,111,114,100,0,59,115,0,18,99,111,111,114,100,0,59,116,0,49,0,0,
+0,0,1,0,12,0,116,101,120,116,117,114,101,49,68,80,114,111,106,0,1,0,0,16,
+115,97,109,112,108,101,114,0,0,1,0,0,12,99,111,111,114,100,0,0,0,1,8,58,
+116,101,120,116,117,114,101,49,68,0,18,115,97,109,112,108,101,114,0,0,18,99,111,111,
+114,100,0,59,115,0,18,99,111,111,114,100,0,59,113,0,49,0,0,0,0,1,0,12,
+0,116,101,120,116,117,114,101,50,68,0,1,0,0,17,115,97,109,112,108,101,114,0,0,
+1,0,0,10,99,111,111,114,100,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,
+0,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,101,50,68,80,114,111,106,0,
+1,0,0,17,115,97,109,112,108,101,114,0,0,1,0,0,11,99,111,111,114,100,0,0,
+0,1,8,58,116,101,120,116,117,114,101,50,68,0,18,115,97,109,112,108,101,114,0,0,
+58,118,101,99,50,0,18,99,111,111,114,100,0,59,115,0,18,99,111,111,114,100,0,59,
+112,0,49,0,18,99,111,111,114,100,0,59,116,0,18,99,111,111,114,100,0,59,112,0,
+49,0,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,101,50,68,80,114,111,106,
+0,1,0,0,17,115,97,109,112,108,101,114,0,0,1,0,0,12,99,111,111,114,100,0,
+0,0,1,8,58,116,101,120,116,117,114,101,50,68,0,18,115,97,109,112,108,101,114,0,
+0,58,118,101,99,50,0,18,99,111,111,114,100,0,59,115,0,18,99,111,111,114,100,0,
+59,113,0,49,0,18,99,111,111,114,100,0,59,116,0,18,99,111,111,114,100,0,59,113,
+0,49,0,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,101,51,68,0,1,0,
+0,18,115,97,109,112,108,101,114,0,0,1,0,0,11,99,111,111,114,100,0,0,0,1,
+8,58,118,101,99,52,0,17,48,0,48,0,0,0,0,0,0,1,0,12,0,116,101,120,
+116,117,114,101,51,68,80,114,111,106,0,1,0,0,18,115,97,109,112,108,101,114,0,0,
+1,0,0,12,99,111,111,114,100,0,0,0,1,8,58,116,101,120,116,117,114,101,51,68,
+0,18,115,97,109,112,108,101,114,0,0,58,118,101,99,51,0,18,99,111,111,114,100,0,
+59,115,0,18,99,111,111,114,100,0,59,113,0,49,0,18,99,111,111,114,100,0,59,116,
+0,18,99,111,111,114,100,0,59,113,0,49,0,18,99,111,111,114,100,0,59,112,0,18,
+99,111,111,114,100,0,59,113,0,49,0,0,0,0,0,0,1,0,12,0,116,101,120,116,
+117,114,101,67,117,98,101,0,1,0,0,19,115,97,109,112,108,101,114,0,0,1,0,0,
+11,99,111,111,114,100,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,0,0,
+0,0,0,1,0,12,0,115,104,97,100,111,119,49,68,0,1,0,0,20,115,97,109,112,
+108,101,114,0,0,1,0,0,11,99,111,111,114,100,0,0,0,1,8,58,118,101,99,52,
+0,17,48,0,48,0,0,0,0,0,0,1,0,12,0,115,104,97,100,111,119,50,68,0,
+1,0,0,21,115,97,109,112,108,101,114,0,0,1,0,0,11,99,111,111,114,100,0,0,
+0,1,8,58,118,101,99,52,0,17,48,0,48,0,0,0,0,0,0,1,0,12,0,115,
+104,97,100,111,119,49,68,80,114,111,106,0,1,0,0,20,115,97,109,112,108,101,114,0,
+0,1,0,0,12,99,111,111,114,100,0,0,0,1,8,58,115,104,97,100,111,119,49,68,
+0,18,115,97,109,112,108,101,114,0,0,58,118,101,99,51,0,18,99,111,111,114,100,0,
+59,115,0,18,99,111,111,114,100,0,59,113,0,49,0,17,48,0,48,0,0,0,18,99,
+111,111,114,100,0,59,112,0,18,99,111,111,114,100,0,59,113,0,49,0,0,0,0,0,
+0,1,0,12,0,115,104,97,100,111,119,50,68,80,114,111,106,0,1,0,0,21,115,97,
+109,112,108,101,114,0,0,1,0,0,12,99,111,111,114,100,0,0,0,1,8,58,115,104,
+97,100,111,119,50,68,0,18,115,97,109,112,108,101,114,0,0,58,118,101,99,51,0,18,
+99,111,111,114,100,0,59,115,0,18,99,111,111,114,100,0,59,113,0,49,0,18,99,111,
+111,114,100,0,59,116,0,18,99,111,111,114,100,0,59,113,0,49,0,18,99,111,111,114,
+100,0,59,112,0,18,99,111,111,114,100,0,59,113,0,49,0,0,0,0,0,0,1,0,
+9,0,110,111,105,115,101,49,0,1,0,0,9,120,0,0,0,1,8,17,48,0,48,0,
+0,0,0,1,0,9,0,110,111,105,115,101,49,0,1,0,0,10,120,0,0,0,1,8,
+17,48,0,48,0,0,0,0,1,0,9,0,110,111,105,115,101,49,0,1,0,0,11,120,
+0,0,0,1,8,17,48,0,48,0,0,0,0,1,0,9,0,110,111,105,115,101,49,0,
+1,0,0,12,120,0,0,0,1,8,17,48,0,48,0,0,0,0,1,0,10,0,110,111,
+105,115,101,50,0,1,0,0,9,120,0,0,0,1,8,58,118,101,99,50,0,17,48,0,
+48,0,0,0,0,0,0,1,0,10,0,110,111,105,115,101,50,0,1,0,0,10,120,0,
+0,0,1,8,58,118,101,99,50,0,17,48,0,48,0,0,0,0,0,0,1,0,10,0,
+110,111,105,115,101,50,0,1,0,0,11,120,0,0,0,1,8,58,118,101,99,50,0,17,
+48,0,48,0,0,0,0,0,0,1,0,10,0,110,111,105,115,101,50,0,1,0,0,12,
+120,0,0,0,1,8,58,118,101,99,50,0,17,48,0,48,0,0,0,0,0,0,1,0,
+11,0,110,111,105,115,101,51,0,1,0,0,9,120,0,0,0,1,8,58,118,101,99,51,
+0,17,48,0,48,0,0,0,0,0,0,1,0,11,0,110,111,105,115,101,51,0,1,0,
+0,10,120,0,0,0,1,8,58,118,101,99,51,0,17,48,0,48,0,0,0,0,0,0,
+1,0,11,0,110,111,105,115,101,51,0,1,0,0,11,120,0,0,0,1,8,58,118,101,
+99,51,0,17,48,0,48,0,0,0,0,0,0,1,0,11,0,110,111,105,115,101,51,0,
+1,0,0,12,120,0,0,0,1,8,58,118,101,99,51,0,17,48,0,48,0,0,0,0,
+0,0,1,0,12,0,110,111,105,115,101,52,0,1,0,0,9,120,0,0,0,1,8,58,
+118,101,99,52,0,17,48,0,48,0,0,0,0,0,0,1,0,12,0,110,111,105,115,101,
+52,0,1,0,0,10,120,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,0,
+0,0,0,0,1,0,12,0,110,111,105,115,101,52,0,1,0,0,11,120,0,0,0,1,
+8,58,118,101,99,52,0,17,48,0,48,0,0,0,0,0,0,1,0,12,0,110,111,105,
+115,101,52,0,1,0,0,12,120,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,
+0,0,0,0,0,0,0 \ No newline at end of file
diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_core.gc b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_core.gc
new file mode 100755
index 000000000..d1d2cb10f
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_core.gc
@@ -0,0 +1,1565 @@
+
+//
+// This file defines nearly all constructors and operators for built-in data types, using
+// extended language syntax. In general, compiler treats constructors and operators as
+// ordinary functions with some exceptions. For example, the language does not allow
+// functions to be called in constant expressions - here the exception is made to allow it.
+//
+// Each implementation provides its own version of this file. Each implementation can define
+// the required set of operators and constructors in its own fashion.
+//
+// The extended language syntax is only present when compiling this file. It is implicitly
+// included at the very beginning of the compiled shader, so no built-in functions can be
+// used.
+//
+// To communicate with the implementation, a special extended "__asm" keyword is used, followed
+// by an instruction name (any valid identifier), a destination variable identifier and a
+// a list of zero or more source variable identifiers. A variable identifier is a variable name
+// declared earlier in the code (as a function parameter, local or global variable).
+// An instruction name designates an instruction that must be exported by the implementation.
+// Each instruction receives data from source variable identifiers and returns data in the
+// destination variable identifier.
+//
+// It is up to the implementation how to define a particular operator or constructor. If it is
+// expected to being used rarely, it can be defined in terms of other operators and constructors,
+// for example:
+//
+// ivec2 __operator + (const ivec2 x, const ivec2 y) {
+// return ivec2 (x[0] + y[0], x[1] + y[1]);
+// }
+//
+// If a particular operator or constructor is expected to be used very often or is an atomic
+// operation (that is, an operation that cannot be expressed in terms of other operations or
+// would create a dependency cycle) it must be defined using one or more __asm constructs.
+//
+// Each implementation must define constructors for all scalar types (bool, float, int).
+// There are 9 scalar-to-scalar constructors (including identity constructors). However,
+// since the language introduces special constructors (like matrix constructor with a single
+// scalar value), implementations must also implement these cases.
+// The compiler provides the following algorithm when resolving a constructor:
+// - try to find a constructor with a prototype matching ours,
+// - if no constructor is found and this is a scalar-to-scalar constructor, raise an error,
+// - if a constructor is found, execute it and return,
+// - count the size of the constructor parameter list - if it is less than the size of
+// our constructor's type, raise an error,
+// - for each parameter in the list do a recursive constructor matching for appropriate
+// scalar fields in the constructed variable,
+//
+// Each implementation must also define a set of operators that deal with built-in data types.
+// There are four kinds of operators:
+// 1) Operators that are implemented only by the compiler: "()" (function call), "," (sequence)
+// and "?:" (selection).
+// 2) Operators that are implemented by the compiler by expressing it in terms of other operators:
+// - "." (field selection) - translated to subscript access,
+// - "&&" (logical and) - translated to "<left_expr> ? <right_expr> : false",
+// - "||" (logical or) - translated to "<left_expr> ? true : <right_expr>",
+// 3) Operators that can be defined by the implementation and if the required prototype is not
+// found, standard behaviour is used:
+// - "==", "!=", "=" (equality, assignment) - compare or assign matching fields one-by-one;
+// note that at least operators for scalar data types must be defined by the implementation
+// to get it work,
+// 4) All other operators not mentioned above. If no required prototype is found, an error is
+// raised. An implementation must follow the language specification to provide all valid
+// operator prototypes.
+//
+
+int __constructor (const float _f) {
+ int _i;
+ __asm float_to_int _i, _f;
+ return _i;
+}
+
+bool __constructor (const int _i) {
+ return _i != 0;
+}
+
+bool __constructor (const float _f) {
+ return _f != 0.0;
+}
+
+int __constructor (const bool _b) {
+ return _b ? 1 : 0;
+}
+
+float __constructor (const bool _b) {
+ return _b ? 1.0 : 0.0;
+}
+
+float __constructor (const int _i) {
+ float _f;
+ __asm int_to_float _f, _i;
+ return _f;
+}
+
+bool __constructor (const bool _b) {
+ return _b;
+}
+
+int __constructor (const int _i) {
+ return _i;
+}
+
+float __constructor (const float _f) {
+ return _f;
+}
+
+vec2 __constructor (const float _f) {
+ return vec2 (_f, _f);
+}
+
+vec2 __constructor (const int _i) {
+ return vec2 (_i, _i);
+}
+
+vec2 __constructor (const bool _b) {
+ return vec2 (_b, _b);
+}
+
+vec3 __constructor (const float _f) {
+ return vec3 (_f, _f, _f);
+}
+
+vec3 __constructor (const int _i) {
+ return vec3 (_i, _i, _i);
+}
+
+vec3 __constructor (const bool _b) {
+ return vec3 (_b, _b, _b);
+}
+
+vec4 __constructor (const float _f) {
+ return vec4 (_f, _f, _f, _f);
+}
+
+vec4 __constructor (const int _i) {
+ return vec4 (_i, _i, _i, _i);
+}
+
+vec4 __constructor (const bool _b) {
+ return vec4 (_b, _b, _b, _b);
+}
+
+ivec2 __constructor (const int _i) {
+ return ivec2 (_i, _i);
+}
+
+ivec2 __constructor (const float _f) {
+ return ivec2 (_f, _f);
+}
+
+ivec2 __constructor (const bool _b) {
+ return ivec2 (_b, _b);
+}
+
+ivec3 __constructor (const int _i) {
+ return ivec3 (_i, _i, _i);
+}
+
+ivec3 __constructor (const float _f) {
+ return ivec3 (_f, _f, _f);
+}
+
+ivec3 __constructor (const bool _b) {
+ return ivec3 (_b, _b, _b);
+}
+
+ivec4 __constructor (const int _i) {
+ return ivec4 (_i, _i, _i, _i);
+}
+
+ivec4 __constructor (const float _f) {
+ return ivec4 (_f, _f, _f, _f);
+}
+
+ivec4 __constructor (const bool _b) {
+ return ivec4 (_b, _b, _b, _b);
+}
+
+bvec2 __constructor (const bool _b) {
+ return bvec2 (_b, _b);
+}
+
+bvec2 __constructor (const float _f) {
+ return bvec2 (_f, _f);
+}
+
+bvec2 __constructor (const int _i) {
+ return bvec2 (_i, _i);
+}
+
+bvec3 __constructor (const bool _b) {
+ return bvec3 (_b, _b, _b);
+}
+
+bvec3 __constructor (const float _f) {
+ return bvec3 (_f, _f, _f);
+}
+
+bvec3 __constructor (const int _i) {
+ return bvec3 (_i, _i, _i);
+}
+
+bvec4 __constructor (const bool _b) {
+ return bvec4 (_b, _b, _b, _b);
+}
+
+bvec4 __constructor (const float _f) {
+ return bvec4 (_f, _f, _f, _f);
+}
+
+bvec4 __constructor (const int _i) {
+ return bvec4 (_i, _i, _i, _i);
+}
+
+mat2 __constructor (const float _f) {
+ return mat2 (
+ _f, .0,
+ .0, _f
+ );
+}
+
+mat2 __constructor (const int _i) {
+ return mat2 (
+ _i, .0,
+ .0, _i
+ );
+}
+
+mat2 __constructor (const bool _b) {
+ return mat2 (
+ _b, .0,
+ .0, _b
+ );
+}
+
+mat3 __constructor (const float _f) {
+ return mat3 (
+ _f, .0, .0,
+ .0, _f, .0,
+ .0, .0, _f
+ );
+}
+
+mat3 __constructor (const int _i) {
+ return mat3 (
+ _i, .0, .0,
+ .0, _i, .0,
+ .0, .0, _i
+ );
+}
+
+mat3 __constructor (const bool _b) {
+ return mat3 (
+ _b, .0, .0,
+ .0, _b, .0,
+ .0, .0, _b
+ );
+}
+
+mat4 __constructor (const float _f) {
+ return mat4 (
+ _f, .0, .0, .0,
+ .0, _f, .0, .0,
+ .0, .0, _f, .0,
+ .0, .0, .0, _f
+ );
+}
+
+mat4 __constructor (const int _i) {
+ return mat4 (
+ _i, .0, .0, .0,
+ .0, _i, .0, .0,
+ .0, .0, _i, .0,
+ .0, .0, .0, _i
+ );
+}
+
+mat4 __constructor (const bool _b) {
+ return mat4 (
+ _b, .0, .0, .0,
+ .0, _b, .0, .0,
+ .0, .0, _b, .0,
+ .0, .0, .0, _b
+ );
+}
+
+//void __operator = (out float a, const float b) {
+// __asm float_copy a, b;
+//}
+//
+//void __operator = (out int a, const int b) {
+// __asm int_copy a, b;
+//}
+//
+//void __operator = (out bool a, const bool b) {
+// __asm bool_copy a, b;
+//}
+//
+//void __operator = (out vec2 v, const vec2 u) {
+// v.x = u.x, v.y = u.y;
+//}
+//
+//void __operator = (out vec3 v, const vec3 u) {
+// v.x = u.x, v.y = u.y, v.z = u.z;
+//}
+//
+//void __operator = (out vec4 v, const vec4 u) {
+// v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w;
+//}
+//
+//void __operator = (out ivec2 v, const ivec2 u) {
+// v.x = u.x, v.y = u.y;
+//}
+//
+//void __operator = (out ivec3 v, const ivec3 u) {
+// v.x = u.x, v.y = u.y, v.z = u.z;
+//}
+//
+//void __operator = (out ivec4 v, const ivec4 u) {
+// v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w;
+//}
+//
+//void __operator = (out bvec2 v, const bvec2 u) {
+// v.x = u.x, v.y = u.y;
+//}
+//
+//void __operator = (out bvec3 v, const bvec3 u) {
+// v.x = u.x, v.y = u.y, v.z = u.z;
+//}
+//
+//void __operator = (out bvec4 v, const bvec4 u) {
+// v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w;
+//}
+//
+//void __operator = (out mat2 m, const mat2 n) {
+// m[0] = n[0], m[1] = n[1];
+//}
+//
+//void __operator = (out mat3 m, const mat3 n) {
+// m[0] = n[0], m[1] = n[1], m[2] = n[2];
+//}
+//
+//void __operator = (out mat4 m, const mat4 n) {
+// m[0] = n[0], m[1] = n[1], m[2] = n[2], m[3] = n[3];
+//}
+
+void __operator += (inout float a, const float b) {
+ __asm float_add a, a, b;
+}
+
+float __operator - (const float a) {
+ float c;
+ __asm float_negate c, a;
+ return c;
+}
+
+void __operator -= (inout float a, const float b) {
+ a += -b;
+}
+
+void __operator *= (inout float a, const float b) {
+ __asm float_multiply a, a, b;
+}
+
+void __operator /= (inout float a, const float b) {
+ __asm float_divide a, a, b;
+}
+
+float __operator + (const float a, const float b) {
+ float c;
+ c = a;
+ return c += b;
+}
+
+void __operator += (inout int a, const int b) {
+ a = int (float (a) + float (b));
+}
+
+int __operator - (const int a) {
+ return int (-float (a));
+}
+
+void __operator -= (inout int a, const int b) {
+ a += -b;
+}
+
+float __operator * (const float a, const float b) {
+ float c;
+ c = a;
+ return c *= b;
+}
+
+void __operator *= (inout int a, const int b) {
+ a = int (float (a) * float (b));
+}
+
+float __operator / (const float a, const float b) {
+ float c;
+ c = a;
+ return c /= b;
+}
+
+void __operator /= (inout int a, const int b) {
+ a = int (float (a) / float (b));
+}
+
+void __operator += (inout vec2 v, const vec2 u) {
+ v.x += u.x, v.y += u.y;
+}
+
+void __operator -= (inout vec2 v, const vec2 u) {
+ v.x -= u.x, v.y -= u.y;
+}
+
+void __operator *= (inout vec2 v, const vec2 u) {
+ v.x *= u.x, v.y *= u.y;
+}
+
+void __operator /= (inout vec2 v, const vec2 u) {
+ v.x /= u.x, v.y /= u.y;
+}
+
+void __operator += (inout vec3 v, const vec3 u) {
+ v.x += u.x, v.y += u.y, v.z += u.z;
+}
+
+void __operator -= (inout vec3 v, const vec3 u) {
+ v.x -= u.x, v.y -= u.y, v.z -= u.z;
+}
+
+void __operator *= (inout vec3 v, const vec3 u) {
+ v.x *= u.x, v.y *= u.y, v.z *= u.z;
+}
+
+void __operator /= (inout vec3 v, const vec3 u) {
+ v.x /= u.x, v.y /= u.y, v.z /= u.z;
+}
+
+void __operator += (inout vec4 v, const vec4 u) {
+ v.x += u.x, v.y += u.y, v.z += u.z, v.w += u.w;
+}
+
+void __operator -= (inout vec4 v, const vec4 u) {
+ v.x -= u.x, v.y -= u.y, v.z -= u.z, v.w -= u.w;
+}
+
+void __operator *= (inout vec4 v, const vec4 u) {
+ v.x *= u.x, v.y *= u.y, v.z *= u.z, v.w *= u.w;
+}
+
+void __operator /= (inout vec4 v, const vec4 u) {
+ v.x /= u.x, v.y /= u.y, v.z /= u.z, v.w /= u.w;
+}
+
+void __operator += (inout ivec2 v, const ivec2 u) {
+ v.x += u.x, v.y += u.y;
+}
+
+void __operator -= (inout ivec2 v, const ivec2 u) {
+ v.x -= u.x, v.y -= u.y;
+}
+
+void __operator *= (inout ivec2 v, const ivec2 u) {
+ v.x *= u.x, v.y *= u.y;
+}
+
+void __operator /= (inout ivec2 v, const ivec2 u) {
+ v.x /= u.x, v.y /= u.y;
+}
+
+void __operator += (inout ivec3 v, const ivec3 u) {
+ v.x += u.x, v.y += u.y, v.z += u.z;
+}
+
+void __operator -= (inout ivec3 v, const ivec3 u) {
+ v.x -= u.x, v.y -= u.y, v.z -= u.z;
+}
+
+void __operator *= (inout ivec3 v, const ivec3 u) {
+ v.x *= u.x, v.y *= u.y, v.z *= u.z;
+}
+
+void __operator /= (inout ivec3 v, const ivec3 u) {
+ v.x /= u.x, v.y /= u.y, v.z /= u.z;
+}
+
+void __operator += (inout ivec4 v, const ivec4 u) {
+ v.x += u.x, v.y += u.y, v.z += u.z, v.w += u.w;
+}
+
+void __operator -= (inout ivec4 v, const ivec4 u) {
+ v.x -= u.x, v.y -= u.y, v.z -= u.z, v.w -= u.w;
+}
+
+void __operator *= (inout ivec4 v, const ivec4 u) {
+ v.x *= u.x, v.y *= u.y, v.z *= u.z, v.w *= u.w;
+}
+
+void __operator /= (inout ivec4 v, const ivec4 u) {
+ v.x /= u.x, v.y /= u.y, v.z /= u.z, v.w /= u.w;
+}
+
+void __operator += (inout mat2 m, const mat2 n) {
+ m[0] += n[0], m[1] += n[1];
+}
+
+void __operator -= (inout mat2 m, const mat2 n) {
+ m[0] -= n[0], m[1] -= n[1];
+}
+
+vec2 __operator * (const mat2 m, const vec2 v) {
+ return vec2 (
+ v.x * m[0].x + v.y * m[1].x,
+ v.x * m[0].y + v.y * m[1].y
+ );
+}
+
+mat2 __operator * (const mat2 m, const mat2 n) {
+ return mat2 (m * n[0], m * n[1]);
+}
+
+void __operator *= (inout mat2 m, const mat2 n) {
+ m = m * n;
+}
+
+void __operator /= (inout mat2 m, const mat2 n) {
+ m[0] /= n[0], m[1] /= n[1];
+}
+
+void __operator += (inout mat3 m, const mat3 n) {
+ m[0] += n[0], m[1] += n[1], m[2] += n[2];
+}
+
+void __operator -= (inout mat3 m, const mat3 n) {
+ m[0] -= n[0], m[1] -= n[1], m[2] -= n[2];
+}
+
+vec3 __operator * (const mat3 m, const vec3 v) {
+ return vec3 (
+ v.x * m[0].x + v.y * m[1].x + v.z * m[2].x,
+ v.x * m[0].y + v.y * m[1].y + v.z * m[2].y,
+ v.x * m[0].z + v.y * m[1].z + v.z * m[2].z
+ );
+}
+
+mat3 __operator * (const mat3 m, const mat3 n) {
+ return mat3 (m * n[0], m * n[1], m * n[2]);
+}
+
+void __operator *= (inout mat3 m, const mat3 n) {
+ m = m * n;
+}
+
+void __operator /= (inout mat3 m, const mat3 n) {
+ m[0] /= n[0], m[1] /= n[1], m[2] /= n[2];
+}
+
+void __operator += (inout mat4 m, const mat4 n) {
+ m[0] += n[0], m[1] += n[1], m[2] += n[2], m[3] += n[3];
+}
+
+void __operator -= (inout mat4 m, const mat4 n) {
+ m[0] -= n[0], m[1] -= n[1], m[2] -= n[2], m[3] -= n[3];
+}
+
+vec4 __operator * (const mat4 m, const vec4 v) {
+ return vec4 (
+ v.x * m[0].x + v.y * m[1].x + v.z * m[2].x + v.w * m[3].x,
+ v.x * m[0].y + v.y * m[1].y + v.z * m[2].y + v.w * m[3].y,
+ v.x * m[0].z + v.y * m[1].z + v.z * m[2].z + v.w * m[3].z,
+ v.x * m[0].w + v.y * m[1].w + v.z * m[2].w + v.w * m[3].w
+ );
+}
+
+mat4 __operator * (const mat4 m, const mat4 n) {
+ return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]);
+}
+
+void __operator *= (inout mat4 m, const mat4 n) {
+ m = m * n;
+}
+
+void __operator /= (inout mat4 m, const mat4 n) {
+ m[0] /= n[0], m[1] /= n[1], m[2] /= n[2], m[3] /= n[3];
+}
+
+void __operator += (inout vec2 v, const float a) {
+ v.x += a, v.y += a;
+}
+
+void __operator -= (inout vec2 v, const float a) {
+ v.x -= a, v.y -= a;
+}
+
+void __operator *= (inout vec2 v, const float a) {
+ v.x *= a, v.y *= a;
+}
+
+void __operator /= (inout vec2 v, const float a) {
+ v.x /= a, v.y /= a;
+}
+
+void __operator += (inout vec3 v, const float a) {
+ v.x += a, v.y += a, v.z += a;
+}
+
+void __operator -= (inout vec3 v, const float a) {
+ v.x -= a, v.y -= a, v.z -= a;
+}
+
+void __operator *= (inout vec3 v, const float a) {
+ v.x *= a, v.y *= a, v.z *= a;
+}
+
+void __operator /= (inout vec3 v, const float a) {
+ v.x /= a, v.y /= a, v.z /= a;
+}
+
+void __operator += (inout vec4 v, const float a) {
+ v.x += a, v.y += a, v.z += a, v.w += a;
+}
+
+void __operator -= (inout vec4 v, const float a) {
+ v.x -= a, v.y -= a, v.z -= a, v.w -= a;
+}
+
+void __operator *= (inout vec4 v, const float a) {
+ v.x *= a, v.y *= a, v.z *= a, v.w *= a;
+}
+
+void __operator /= (inout vec4 v, const float a) {
+ v.x /= a, v.y /= a, v.z /= a, v.w /= a;
+}
+
+void __operator += (inout mat2 m, const float a) {
+ m[0] += a, m[1] += a;
+}
+
+void __operator -= (inout mat2 m, const float a) {
+ m[0] -= a, m[1] -= a;
+}
+
+void __operator *= (inout mat2 m, const float a) {
+ m[0] *= a, m[1] *= a;
+}
+
+void __operator /= (inout mat2 m, const float a) {
+ m[0] /= a, m[1] /= a;
+}
+
+void __operator += (inout mat3 m, const float a) {
+ m[0] += a, m[1] += a, m[2] += a;
+}
+
+void __operator -= (inout mat3 m, const float a) {
+ m[0] -= a, m[1] -= a, m[2] -= a;
+}
+
+void __operator *= (inout mat3 m, const float a) {
+ m[0] *= a, m[1] *= a, m[2] *= a;
+}
+
+void __operator /= (inout mat3 m, const float a) {
+ m[0] /= a, m[1] /= a, m[2] /= a;
+}
+
+void __operator += (inout mat4 m, const float a) {
+ m[0] += a, m[1] += a, m[2] += a, m[3] += a;
+}
+
+void __operator -= (inout mat4 m, const float a) {
+ m[0] -= a, m[1] -= a, m[2] -= a, m[3] -= a;
+}
+
+void __operator *= (inout mat4 m, const float a) {
+ m[0] *= a, m[1] *= a, m[2] *= a, m[3] *= a;
+}
+
+void __operator /= (inout mat4 m, const float a) {
+ m[0] /= a, m[1] /= a, m[2] /= a, m[3] /= a;
+}
+
+vec2 __operator * (const vec2 v, const mat2 m) {
+ return vec2 (
+ v.x * m[0].x + v.y * m[0].y,
+ v.x * m[1].x + v.y * m[1].y
+ );
+}
+
+void __operator *= (inout vec2 v, const mat2 m) {
+ v = v * m;
+}
+
+vec3 __operator * (const vec3 v, const mat3 m) {
+ return vec3 (
+ v.x * m[0].x + v.y * m[0].y + v.z * m[0].z,
+ v.x * m[1].x + v.y * m[1].y + v.z * m[1].z,
+ v.x * m[2].x + v.y * m[2].y + v.z * m[2].z
+ );
+}
+
+void __operator *= (inout vec3 v, const mat3 m) {
+ v = v * m;
+}
+
+vec4 __operator * (const vec4 v, const mat4 m) {
+ return vec4 (
+ v.x * m[0].x + v.y * m[0].y + v.z * m[0].z + v.w * m[0].w,
+ v.x * m[1].x + v.y * m[1].y + v.z * m[1].z + v.w * m[1].w,
+ v.x * m[2].x + v.y * m[2].y + v.z * m[2].z + v.w * m[2].w,
+ v.x * m[3].x + v.y * m[3].y + v.z * m[3].z + v.w * m[3].w
+ );
+}
+
+void __operator *= (inout vec4 v, const mat4 m) {
+ v = v * m;
+}
+
+float __operator - (const float a, const float b) {
+ return a + -b;
+}
+
+int __operator + (const int a, const int b) {
+ int c;
+ c = a;
+ return c += b;
+}
+
+int __operator - (const int a, const int b) {
+ return a + -b;
+}
+
+int __operator * (const int a, const int b) {
+ int c;
+ return (c = a) *= b;
+}
+
+int __operator / (const int a, const int b) {
+ int c;
+ return (c = a) /= b;
+}
+
+vec2 __operator + (const vec2 v, const vec2 u) {
+ return vec2 (v.x + u.x, v.y + u.y);
+}
+
+vec2 __operator - (const vec2 v, const vec2 u) {
+ return vec2 (v.x - u.x, v.y - u.y);
+}
+
+vec3 __operator + (const vec3 v, const vec3 u) {
+ return vec3 (v.x + u.x, v.y + u.y, v.z + u.z);
+}
+
+vec3 __operator - (const vec3 v, const vec3 u) {
+ return vec3 (v.x - u.x, v.y - u.y, v.z - u.z);
+}
+
+vec4 __operator + (const vec4 v, const vec4 u) {
+ return vec4 (v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w);
+}
+
+vec4 __operator - (const vec4 v, const vec4 u) {
+ return vec4 (v.x - u.x, v.y - u.y, v.z - u.z, v.w - u.w);
+}
+
+ivec2 __operator + (const ivec2 v, const ivec2 u) {
+ return ivec2 (v.x + u.x, v.y + u.y);
+}
+
+ivec2 __operator - (const ivec2 v, const ivec2 u) {
+ return ivec2 (v.x - u.x, v.y - u.y);
+}
+
+ivec3 __operator + (const ivec3 v, const ivec3 u) {
+ return ivec3 (v.x + u.x, v.y + u.y, v.z + u.z);
+}
+
+ivec3 __operator - (const ivec3 v, const ivec3 u) {
+ return ivec3 (v.x - u.x, v.y - u.y, v.z - u.z);
+}
+
+ivec4 __operator + (const ivec4 v, const ivec4 u) {
+ return ivec4 (v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w);
+}
+
+ivec4 __operator - (const ivec4 v, const ivec4 u) {
+ return ivec4 (v.x - u.x, v.y - u.y, v.z - u.z, v.w - u.w);
+}
+
+mat2 __operator + (const mat2 m, const mat2 n) {
+ return mat2 (m[0] + n[0], m[1] + n[1]);
+}
+
+mat2 __operator - (const mat2 m, const mat2 n) {
+ return mat2 (m[0] - n[0], m[1] - n[1]);
+}
+
+mat3 __operator + (const mat3 m, const mat3 n) {
+ return mat3 (m[0] + n[0], m[1] + n[1], m[2] + n[2]);
+}
+
+mat3 __operator - (const mat3 m, const mat3 n) {
+ return mat3 (m[0] - n[0], m[1] - n[1], m[2] - n[2]);
+}
+
+mat4 __operator + (const mat4 m, const mat4 n) {
+ return mat4 (m[0] + n[0], m[1] + n[1], m[2] + n[2], m[3] + n[3]);
+}
+
+mat4 __operator - (const mat4 m, const mat4 n) {
+ return mat4 (m[0] - n[0], m[1] - n[1], m[2] - n[2], m[3] - n[3]);
+}
+
+vec2 __operator + (const float a, const vec2 u) {
+ return vec2 (a + u.x, a + u.y);
+}
+
+vec2 __operator + (const vec2 v, const float b) {
+ return vec2 (v.x + b, v.y + b);
+}
+
+vec2 __operator - (const float a, const vec2 u) {
+ return vec2 (a - u.x, a - u.y);
+}
+
+vec2 __operator - (const vec2 v, const float b) {
+ return vec2 (v.x - b, v.y - b);
+}
+
+vec2 __operator * (const float a, const vec2 u) {
+ return vec2 (a * u.x, a * u.y);
+}
+
+vec2 __operator * (const vec2 v, const float b) {
+ return vec2 (v.x * b, v.y * b);
+}
+
+vec2 __operator / (const float a, const vec2 u) {
+ return vec2 (a / u.x, a / u.y);
+}
+
+vec2 __operator / (const vec2 v, const float b) {
+ return vec2 (v.x / b, v.y / b);
+}
+
+vec3 __operator + (const float a, const vec3 u) {
+ return vec3 (a + u.x, a + u.y, a + u.z);
+}
+
+vec3 __operator + (const vec3 v, const float b) {
+ return vec3 (v.x + b, v.y + b, v.z + b);
+}
+
+vec3 __operator - (const float a, const vec3 u) {
+ return vec3 (a - u.x, a - u.y, a - u.z);
+}
+
+vec3 __operator - (const vec3 v, const float b) {
+ return vec3 (v.x - b, v.y - b, v.z - b);
+}
+
+vec3 __operator * (const float a, const vec3 u) {
+ return vec3 (a * u.x, a * u.y, a * u.z);
+}
+
+vec3 __operator * (const vec3 v, const float b) {
+ return vec3 (v.x * b, v.y * b, v.z * b);
+}
+
+vec3 __operator / (const float a, const vec3 u) {
+ return vec3 (a / u.x, a / u.y, a / u.z);
+}
+
+vec3 __operator / (const vec3 v, const float b) {
+ return vec3 (v.x / b, v.y / b, v.z / b);
+}
+
+vec4 __operator + (const float a, const vec4 u) {
+ return vec4 (a + u.x, a + u.y, a + u.z, a + u.w);
+}
+
+vec4 __operator + (const vec4 v, const float b) {
+ return vec4 (v.x + b, v.y + b, v.z + b, v.w + b);
+}
+
+vec4 __operator - (const float a, const vec4 u) {
+ return vec4 (a - u.x, a - u.y, a - u.z, a - u.w);
+}
+
+vec4 __operator - (const vec4 v, const float b) {
+ return vec4 (v.x - b, v.y - b, v.z - b, v.w - b);
+}
+
+vec4 __operator * (const float a, const vec4 u) {
+ return vec4 (a * u.x, a * u.y, a * u.z, a * u.w);
+}
+
+vec4 __operator * (const vec4 v, const float b) {
+ return vec4 (v.x * b, v.y * b, v.z * b, v.w * b);
+}
+
+vec4 __operator / (const float a, const vec4 u) {
+ return vec4 (a / u.x, a / u.y, a / u.z, a / u.w);
+}
+
+vec4 __operator / (const vec4 v, const float b) {
+ return vec4 (v.x / b, v.y / b, v.z / b, v.w / b);
+}
+
+mat2 __operator + (const float a, const mat2 n) {
+ return mat2 (a + n[0], a + n[1]);
+}
+
+mat2 __operator + (const mat2 m, const float b) {
+ return mat2 (m[0] + b, m[1] + b);
+}
+
+mat2 __operator - (const float a, const mat2 n) {
+ return mat2 (a - n[0], a - n[1]);
+}
+
+mat2 __operator - (const mat2 m, const float b) {
+ return mat2 (m[0] - b, m[1] - b);
+}
+
+mat2 __operator * (const float a, const mat2 n) {
+ return mat2 (a * n[0], a * n[1]);
+}
+
+mat2 __operator * (const mat2 m, const float b) {
+ return mat2 (m[0] * b, m[1] * b);
+}
+
+mat2 __operator / (const float a, const mat2 n) {
+ return mat2 (a / n[0], a / n[1]);
+}
+
+mat2 __operator / (const mat2 m, const float b) {
+ return mat2 (m[0] / b, m[1] / b);
+}
+
+mat3 __operator + (const float a, const mat3 n) {
+ return mat3 (a + n[0], a + n[1], a + n[2]);
+}
+
+mat3 __operator + (const mat3 m, const float b) {
+ return mat3 (m[0] + b, m[1] + b, m[2] + b);
+}
+
+mat3 __operator - (const float a, const mat3 n) {
+ return mat3 (a - n[0], a - n[1], a - n[2]);
+}
+
+mat3 __operator - (const mat3 m, const float b) {
+ return mat3 (m[0] - b, m[1] - b, m[2] - b);
+}
+
+mat3 __operator * (const float a, const mat3 n) {
+ return mat3 (a * n[0], a * n[1], a * n[2]);
+}
+
+mat3 __operator * (const mat3 m, const float b) {
+ return mat3 (m[0] * b, m[1] * b, m[2] * b);
+}
+
+mat3 __operator / (const float a, const mat3 n) {
+ return mat3 (a / n[0], a / n[1], a / n[2]);
+}
+
+mat3 __operator / (const mat3 m, const float b) {
+ return mat3 (m[0] / b, m[1] / b, m[2] / b);
+}
+
+mat4 __operator + (const float a, const mat4 n) {
+ return mat4 (a + n[0], a + n[1], a + n[2], a + n[3]);
+}
+
+mat4 __operator + (const mat4 m, const float b) {
+ return mat4 (m[0] + b, m[1] + b, m[2] + b, m[3] + b);
+}
+
+mat4 __operator - (const float a, const mat4 n) {
+ return mat4 (a - n[0], a - n[1], a - n[2], a - n[3]);
+}
+
+mat4 __operator - (const mat4 m, const float b) {
+ return mat4 (m[0] - b, m[1] - b, m[2] - b, m[3] - b);
+}
+
+mat4 __operator * (const float a, const mat4 n) {
+ return mat4 (a * n[0], a * n[1], a * n[2], a * n[3]);
+}
+
+mat4 __operator * (const mat4 m, const float b) {
+ return mat4 (m[0] * b, m[1] * b, m[2] * b, m[3] * b);
+}
+
+mat4 __operator / (const float a, const mat4 n) {
+ return mat4 (a / n[0], a / n[1], a / n[2], a / n[3]);
+}
+
+mat4 __operator / (const mat4 m, const float b) {
+ return mat4 (m[0] / b, m[1] / b, m[2] / b, m[3] / b);
+}
+
+ivec2 __operator + (const int a, const ivec2 u) {
+ return ivec2 (a + u.x, a + u.y);
+}
+
+ivec2 __operator + (const ivec2 v, const int b) {
+ return ivec2 (v.x + b, v.y + b);
+}
+
+ivec2 __operator - (const int a, const ivec2 u) {
+ return ivec2 (a - u.x, a - u.y);
+}
+
+ivec2 __operator - (const ivec2 v, const int b) {
+ return ivec2 (v.x - b, v.y - b);
+}
+
+ivec2 __operator * (const int a, const ivec2 u) {
+ return ivec2 (a * u.x, a * u.y);
+}
+
+ivec2 __operator * (const ivec2 v, const int b) {
+ return ivec2 (v.x * b, v.y * b);
+}
+
+ivec2 __operator / (const int a, const ivec2 u) {
+ return ivec2 (a / u.x, a / u.y);
+}
+
+ivec2 __operator / (const ivec2 v, const int b) {
+ return ivec2 (v.x / b, v.y / b);
+}
+
+ivec3 __operator + (const int a, const ivec3 u) {
+ return ivec3 (a + u.x, a + u.y, a + u.z);
+}
+
+ivec3 __operator + (const ivec3 v, const int b) {
+ return ivec3 (v.x + b, v.y + b, v.z + b);
+}
+
+ivec3 __operator - (const int a, const ivec3 u) {
+ return ivec3 (a - u.x, a - u.y, a - u.z);
+}
+
+ivec3 __operator - (const ivec3 v, const int b) {
+ return ivec3 (v.x - b, v.y - b, v.z - b);
+}
+
+ivec3 __operator * (const int a, const ivec3 u) {
+ return ivec3 (a * u.x, a * u.y, a * u.z);
+}
+
+ivec3 __operator * (const ivec3 v, const int b) {
+ return ivec3 (v.x * b, v.y * b, v.z * b);
+}
+
+ivec3 __operator / (const int a, const ivec3 u) {
+ return ivec3 (a / u.x, a / u.y, a / u.z);
+}
+
+ivec3 __operator / (const ivec3 v, const int b) {
+ return ivec3 (v.x / b, v.y / b, v.z / b);
+}
+
+ivec4 __operator + (const int a, const ivec4 u) {
+ return ivec4 (a + u.x, a + u.y, a + u.z, a + u.w);
+}
+
+ivec4 __operator + (const ivec4 v, const int b) {
+ return ivec4 (v.x + b, v.y + b, v.z + b, v.w + b);
+}
+
+ivec4 __operator - (const int a, const ivec4 u) {
+ return ivec4 (a - u.x, a - u.y, a - u.z, a - u.w);
+}
+
+ivec4 __operator - (const ivec4 v, const int b) {
+ return ivec4 (v.x - b, v.y - b, v.z - b, v.w - b);
+}
+
+ivec4 __operator * (const int a, const ivec4 u) {
+ return ivec4 (a * u.x, a * u.y, a * u.z, a * u.w);
+}
+
+ivec4 __operator * (const ivec4 v, const int b) {
+ return ivec4 (v.x * b, v.y * b, v.z * b, v.w * b);
+}
+
+ivec4 __operator / (const int a, const ivec4 u) {
+ return ivec4 (a / u.x, a / u.y, a / u.z, a / u.w);
+}
+
+ivec4 __operator / (const ivec4 v, const int b) {
+ return ivec4 (v.x / b, v.y / b, v.z / b, v.w / b);
+}
+
+vec2 __operator * (const vec2 v, const vec2 u) {
+ return vec2 (v.x * u.x, v.y * u.y);
+}
+
+vec3 __operator * (const vec3 v, const vec3 u) {
+ return vec3 (v.x * u.x, v.y * u.y, v.z * u.z);
+}
+
+vec4 __operator * (const vec4 v, const vec4 u) {
+ return vec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w);
+}
+
+ivec2 __operator * (const ivec2 v, const ivec2 u) {
+ return ivec2 (v.x * u.x, v.y * u.y);
+}
+
+ivec3 __operator * (const ivec3 v, const ivec3 u) {
+ return ivec3 (v.x * u.x, v.y * u.y, v.z * u.z);
+}
+
+ivec4 __operator * (const ivec4 v, const ivec4 u) {
+ return ivec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w);
+}
+
+vec2 __operator / (const vec2 v, const vec2 u) {
+ return vec2 (v.x / u.x, v.y / u.y);
+}
+
+vec3 __operator / (const vec3 v, const vec3 u) {
+ return vec3 (v.x / u.x, v.y / u.y, v.z / u.z);
+}
+
+vec4 __operator / (const vec4 v, const vec4 u) {
+ return vec4 (v.x / u.x, v.y / u.y, v.z / u.z, v.w / u.w);
+}
+
+ivec2 __operator / (const ivec2 v, const ivec2 u) {
+ return ivec2 (v.x / u.x, v.y / u.y);
+}
+
+ivec3 __operator / (const ivec3 v, const ivec3 u) {
+ return ivec3 (v.x / u.x, v.y / u.y, v.z / u.z);
+}
+
+ivec4 __operator / (const ivec4 v, const ivec4 u) {
+ return ivec4 (v.x / u.x, v.y / u.y, v.z / u.z, v.w / u.w);
+}
+
+mat2 __operator / (const mat2 m, const mat2 n) {
+ return mat2 (m[0] / n[0], m[1] / n[1]);
+}
+
+mat3 __operator / (const mat3 m, const mat3 n) {
+ return mat3 (m[0] / n[0], m[1] / n[1], m[2] / n[2]);
+}
+
+mat4 __operator / (const mat4 m, const mat4 n) {
+ return mat4 (m[0] / n[0], m[1] / n[1], m[2] / n[2], m[3] / n[3]);
+}
+
+vec2 __operator - (const vec2 v) {
+ return vec2 (-v.x, -v.y);
+}
+
+vec3 __operator - (const vec3 v) {
+ return vec3 (-v.x, -v.y, -v.z);
+}
+
+vec4 __operator - (const vec4 v) {
+ return vec4 (-v.x, -v.y, -v.z, -v.w);
+}
+
+ivec2 __operator - (const ivec2 v) {
+ return ivec2 (-v.x, -v.y);
+}
+
+ivec3 __operator - (const ivec3 v) {
+ return ivec3 (-v.x, -v.y, -v.z);
+}
+
+ivec4 __operator - (const ivec4 v) {
+ return ivec4 (-v.x, -v.y, -v.z, -v.w);
+}
+
+mat2 __operator - (const mat2 m) {
+ return mat2 (-m[0], -m[1]);
+}
+
+mat3 __operator - (const mat3 m) {
+ return mat3 (-m[0], -m[1], -m[2]);
+}
+
+mat4 __operator - (const mat4 m) {
+ return mat4 (-m[0], -m[1], -m[2], -m[3]);
+}
+
+//
+// NOTE: postfix increment and decrement operators take additional dummy int parameter to
+// distinguish their prototypes from prefix ones.
+//
+
+void __operator -- (inout float a) {
+ a -= 1.0;
+}
+
+void __operator -- (inout int a) {
+ a -= 1;
+}
+
+void __operator -- (inout vec2 v) {
+ --v.x, --v.y;
+}
+
+void __operator -- (inout vec3 v) {
+ --v.x, --v.y, --v.z;
+}
+
+void __operator -- (inout vec4 v) {
+ --v.x, --v.y, --v.z, --v.w;
+}
+
+void __operator -- (inout ivec2 v) {
+ --v.x, --v.y;
+}
+
+void __operator -- (inout ivec3 v) {
+ --v.x, --v.y, --v.z;
+}
+
+void __operator -- (inout ivec4 v) {
+ --v.x, --v.y, --v.z, --v.w;
+}
+
+void __operator -- (inout mat2 m) {
+ --m[0], --m[1];
+}
+
+void __operator -- (inout mat3 m) {
+ --m[0], --m[1], --m[2];
+}
+
+void __operator -- (inout mat4 m) {
+ --m[0], --m[1], --m[2], --m[3];
+}
+
+void __operator ++ (inout float a) {
+ a += 1.0;
+}
+
+void __operator ++ (inout int a) {
+ a += 1;
+}
+
+void __operator ++ (inout vec2 v) {
+ ++v.x, ++v.y;
+}
+
+void __operator ++ (inout vec3 v) {
+ ++v.x, ++v.y, ++v.z;
+}
+
+void __operator ++ (inout vec4 v) {
+ ++v.x, ++v.y, ++v.z, ++v.w;
+}
+
+void __operator ++ (inout ivec2 v) {
+ ++v.x, ++v.y;
+}
+
+void __operator ++ (inout ivec3 v) {
+ ++v.x, ++v.y, ++v.z;
+}
+
+void __operator ++ (inout ivec4 v) {
+ ++v.x, ++v.y, ++v.z, ++v.w;
+}
+
+void __operator ++ (inout mat2 m) {
+ ++m[0], ++m[1];
+}
+
+void __operator ++ (inout mat3 m) {
+ ++m[0], ++m[1], ++m[2];
+}
+
+void __operator ++ (inout mat4 m) {
+ ++m[0], ++m[1], ++m[2], ++m[3];
+}
+
+float __operator -- (inout float a, const int) {
+ float c;
+ c = a;
+ --a;
+ return c;
+}
+
+int __operator -- (inout int a, const int) {
+ int c;
+ c = a;
+ --a;
+ return c;
+}
+
+vec2 __operator -- (inout vec2 v, const int) {
+ return vec2 (v.x--, v.y--);
+}
+
+vec3 __operator -- (inout vec3 v, const int) {
+ return vec3 (v.x--, v.y--, v.z--);
+}
+
+vec4 __operator -- (inout vec4 v, const int) {
+ return vec4 (v.x--, v.y--, v.z--, v.w--);
+}
+
+ivec2 __operator -- (inout ivec2 v, const int) {
+ return ivec2 (v.x--, v.y--);
+}
+
+ivec3 __operator -- (inout ivec3 v, const int) {
+ return ivec3 (v.x--, v.y--, v.z--);
+}
+
+ivec4 __operator -- (inout ivec4 v, const int) {
+ return ivec4 (v.x--, v.y--, v.z--, v.w--);
+}
+
+mat2 __operator -- (inout mat2 m, const int) {
+ return mat2 (m[0]--, m[1]--);
+}
+
+mat3 __operator -- (inout mat3 m, const int) {
+ return mat3 (m[0]--, m[1]--, m[2]--);
+}
+
+mat4 __operator -- (inout mat4 m, const int) {
+ return mat4 (m[0]--, m[1]--, m[2]--, m[3]--);
+}
+
+float __operator ++ (inout float a, const int) {
+ float c;
+ c = a;
+ ++a;
+ return c;
+}
+
+int __operator ++ (inout int a, const int) {
+ int c;
+ c = a;
+ ++a;
+ return c;
+}
+
+vec2 __operator ++ (inout vec2 v, const int) {
+ return vec2 (v.x++, v.y++);
+}
+
+vec3 __operator ++ (inout vec3 v, const int) {
+ return vec3 (v.x++, v.y++, v.z++);
+}
+
+vec4 __operator ++ (inout vec4 v, const int) {
+ return vec4 (v.x++, v.y++, v.z++, v.w++);
+}
+
+ivec2 __operator ++ (inout ivec2 v, const int) {
+ return ivec2 (v.x++, v.y++);
+}
+
+ivec3 __operator ++ (inout ivec3 v, const int) {
+ return ivec3 (v.x++, v.y++, v.z++);
+}
+
+ivec4 __operator ++ (inout ivec4 v, const int) {
+ return ivec4 (v.x++, v.y++, v.z++, v.w++);
+}
+
+mat2 __operator ++ (inout mat2 m, const int) {
+ return mat2 (m[0]++, m[1]++);
+}
+
+mat3 __operator ++ (inout mat3 m, const int) {
+ return mat3 (m[0]++, m[1]++, m[2]++);
+}
+
+mat4 __operator ++ (inout mat4 m, const int) {
+ return mat4 (m[0]++, m[1]++, m[2]++, m[3]++);
+}
+
+bool __operator < (const float a, const float b) {
+ bool c;
+ __asm float_less c, a, b;
+ return c;
+}
+
+bool __operator < (const int a, const int b) {
+ return float (a) < float (b);
+}
+
+bool __operator > (const float a, const float b) {
+ return b < a;
+}
+
+bool __operator > (const int a, const int b) {
+ return b < a;
+}
+
+bool __operator >= (const float a, const float b) {
+ return a > b || a == b;
+}
+
+bool __operator >= (const int a, const int b) {
+ return a > b || a == b;
+}
+
+bool __operator <= (const float a, const float b) {
+ return a < b || a == b;
+}
+
+bool __operator <= (const int a, const int b) {
+ return a < b || a == b;
+}
+
+//bool __operator == (const float a, const float b) {
+// bool c;
+// __asm float_equal c, a, b;
+// return c;
+//}
+//
+//bool __operator == (const int a, const int b) {
+// return float (a) == float (b);
+//}
+//
+//bool __operator == (const bool a, const bool b) {
+// return float (a) == float (b);
+//}
+//
+//bool __operator == (const vec2 v, const vec2 u) {
+// return v.x == u.x && v.y == u.y;
+//}
+//
+//bool __operator == (const vec3 v, const vec3 u) {
+// return v.x == u.x && v.y == u.y && v.z == u.z;
+//}
+//
+//bool __operator == (const vec4 v, const vec4 u) {
+// return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w;
+//}
+//
+//bool __operator == (const ivec2 v, const ivec2 u) {
+// return v.x == u.x && v.y == u.y;
+//}
+//
+//bool __operator == (const ivec3 v, const ivec3 u) {
+// return v.x == u.x && v.y == u.y && v.z == u.z;
+//}
+//
+//bool __operator == (const ivec4 v, const ivec4 u) {
+// return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w;
+//}
+//
+//bool __operator == (const bvec2 v, const bvec2 u) {
+// return v.x == u.x && v.y == u.y;
+//}
+//
+//bool __operator == (const bvec3 v, const bvec3 u) {
+// return v.x == u.x && v.y == u.y && v.z == u.z;
+//}
+//
+//bool __operator == (const bvec4 v, const bvec4 u) {
+// return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w;
+//}
+//
+//bool __operator == (const mat2 m, const mat2 n) {
+// return m[0] == n[0] && m[1] == n[1];
+//}
+//
+//bool __operator == (const mat3 m, const mat3 n) {
+// return m[0] == n[0] && m[1] == n[1] && m[2] == n[2];
+//}
+//
+//bool __operator == (const mat4 m, const mat4 n) {
+// return m[0] == n[0] && m[1] == n[1] && m[2] == n[2] && m[3] == n[3];
+//}
+//
+//bool __operator != (const float a, const float b) {
+// return !(a == b);
+//}
+//
+//bool __operator != (const int a, const int b) {
+// return !(a == b);
+//}
+//
+//bool __operator != (const bool a, const bool b) {
+// return !(a == b);
+//}
+//
+//bool __operator != (const vec2 v, const vec2 u) {
+// return v.x != u.x || v.y != u.y;
+//}
+//
+//bool __operator != (const vec3 v, const vec3 u) {
+// return v.x != u.x || v.y != u.y || v.z != u.z;
+//}
+//
+//bool __operator != (const vec4 v, const vec4 u) {
+// return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w;
+//}
+//
+//bool __operator != (const ivec2 v, const ivec2 u) {
+// return v.x != u.x || v.y != u.y;
+//}
+//
+//bool __operator != (const ivec3 v, const ivec3 u) {
+// return v.x != u.x || v.y != u.y || v.z != u.z;
+//}
+//
+//bool __operator != (const ivec4 v, const ivec4 u) {
+// return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w;
+//}
+//
+//bool __operator != (const bvec2 v, const bvec2 u) {
+// return v.x != u.x || v.y != u.y;
+//}
+//
+//bool __operator != (const bvec3 v, const bvec3 u) {
+// return v.x != u.x || v.y != u.y || v.z != u.z;
+//}
+//
+//bool __operator != (const bvec4 v, const bvec4 u) {
+// return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w;
+//}
+//
+//bool __operator != (const mat2 m, const mat2 n) {
+// return m[0] != n[0] || m[1] != n[1];
+//}
+//
+//bool __operator != (const mat3 m, const mat3 n) {
+// return m[0] != n[0] || m[1] != n[1] || m[2] != n[2];
+//}
+//
+//bool __operator != (const mat4 m, const mat4 n) {
+// return m[0] != n[0] || m[1] != n[1] || m[2] != n[2] || m[3] != n[3];
+//}
+
+bool __operator ^^ (const bool a, const bool b) {
+ return a != b;
+}
+
+//
+// These operators are handled internally by the compiler:
+//
+// bool __operator && (bool a, bool b) {
+// return a ? b : false;
+// }
+// bool __operator || (bool a, bool b) {
+// return a ? true : b;
+// }
+//
+
+bool __operator ! (const bool a) {
+ return a == false;
+}
+
diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_core_gc.h b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_core_gc.h
new file mode 100644
index 000000000..c7f3d368a
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_core_gc.h
@@ -0,0 +1,1565 @@
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"int __constructor (const float _f) {\n"
+" int _i;\n"
+" __asm float_to_int _i, _f;\n"
+" return _i;\n"
+"}\n"
+"\n"
+"bool __constructor (const int _i) {\n"
+" return _i != 0;\n"
+"}\n"
+"\n"
+"bool __constructor (const float _f) {\n"
+" return _f != 0.0;\n"
+"}\n"
+"\n"
+"int __constructor (const bool _b) {\n"
+" return _b ? 1 : 0;\n"
+"}\n"
+"\n"
+"float __constructor (const bool _b) {\n"
+" return _b ? 1.0 : 0.0;\n"
+"}\n"
+"\n"
+"float __constructor (const int _i) {\n"
+" float _f;\n"
+" __asm int_to_float _f, _i;\n"
+" return _f;\n"
+"}\n"
+"\n"
+"bool __constructor (const bool _b) {\n"
+" return _b;\n"
+"}\n"
+"\n"
+"int __constructor (const int _i) {\n"
+" return _i;\n"
+"}\n"
+"\n"
+"float __constructor (const float _f) {\n"
+" return _f;\n"
+"}\n"
+"\n"
+"vec2 __constructor (const float _f) {\n"
+" return vec2 (_f, _f);\n"
+"}\n"
+"\n"
+"vec2 __constructor (const int _i) {\n"
+" return vec2 (_i, _i);\n"
+"}\n"
+"\n"
+"vec2 __constructor (const bool _b) {\n"
+" return vec2 (_b, _b);\n"
+"}\n"
+"\n"
+"vec3 __constructor (const float _f) {\n"
+" return vec3 (_f, _f, _f);\n"
+"}\n"
+"\n"
+"vec3 __constructor (const int _i) {\n"
+" return vec3 (_i, _i, _i);\n"
+"}\n"
+"\n"
+"vec3 __constructor (const bool _b) {\n"
+" return vec3 (_b, _b, _b);\n"
+"}\n"
+"\n"
+"vec4 __constructor (const float _f) {\n"
+" return vec4 (_f, _f, _f, _f);\n"
+"}\n"
+"\n"
+"vec4 __constructor (const int _i) {\n"
+" return vec4 (_i, _i, _i, _i);\n"
+"}\n"
+"\n"
+"vec4 __constructor (const bool _b) {\n"
+" return vec4 (_b, _b, _b, _b);\n"
+"}\n"
+"\n"
+"ivec2 __constructor (const int _i) {\n"
+" return ivec2 (_i, _i);\n"
+"}\n"
+"\n"
+"ivec2 __constructor (const float _f) {\n"
+" return ivec2 (_f, _f);\n"
+"}\n"
+"\n"
+"ivec2 __constructor (const bool _b) {\n"
+" return ivec2 (_b, _b);\n"
+"}\n"
+"\n"
+"ivec3 __constructor (const int _i) {\n"
+" return ivec3 (_i, _i, _i);\n"
+"}\n"
+"\n"
+"ivec3 __constructor (const float _f) {\n"
+" return ivec3 (_f, _f, _f);\n"
+"}\n"
+"\n"
+"ivec3 __constructor (const bool _b) {\n"
+" return ivec3 (_b, _b, _b);\n"
+"}\n"
+"\n"
+"ivec4 __constructor (const int _i) {\n"
+" return ivec4 (_i, _i, _i, _i);\n"
+"}\n"
+"\n"
+"ivec4 __constructor (const float _f) {\n"
+" return ivec4 (_f, _f, _f, _f);\n"
+"}\n"
+"\n"
+"ivec4 __constructor (const bool _b) {\n"
+" return ivec4 (_b, _b, _b, _b);\n"
+"}\n"
+"\n"
+"bvec2 __constructor (const bool _b) {\n"
+" return bvec2 (_b, _b);\n"
+"}\n"
+"\n"
+"bvec2 __constructor (const float _f) {\n"
+" return bvec2 (_f, _f);\n"
+"}\n"
+"\n"
+"bvec2 __constructor (const int _i) {\n"
+" return bvec2 (_i, _i);\n"
+"}\n"
+"\n"
+"bvec3 __constructor (const bool _b) {\n"
+" return bvec3 (_b, _b, _b);\n"
+"}\n"
+"\n"
+"bvec3 __constructor (const float _f) {\n"
+" return bvec3 (_f, _f, _f);\n"
+"}\n"
+"\n"
+"bvec3 __constructor (const int _i) {\n"
+" return bvec3 (_i, _i, _i);\n"
+"}\n"
+"\n"
+"bvec4 __constructor (const bool _b) {\n"
+" return bvec4 (_b, _b, _b, _b);\n"
+"}\n"
+"\n"
+"bvec4 __constructor (const float _f) {\n"
+" return bvec4 (_f, _f, _f, _f);\n"
+"}\n"
+"\n"
+"bvec4 __constructor (const int _i) {\n"
+" return bvec4 (_i, _i, _i, _i);\n"
+"}\n"
+"\n"
+"mat2 __constructor (const float _f) {\n"
+" return mat2 (\n"
+" _f, .0,\n"
+" .0, _f\n"
+" );\n"
+"}\n"
+"\n"
+"mat2 __constructor (const int _i) {\n"
+" return mat2 (\n"
+" _i, .0,\n"
+" .0, _i\n"
+" );\n"
+"}\n"
+"\n"
+"mat2 __constructor (const bool _b) {\n"
+" return mat2 (\n"
+" _b, .0,\n"
+" .0, _b\n"
+" );\n"
+"}\n"
+"\n"
+"mat3 __constructor (const float _f) {\n"
+" return mat3 (\n"
+" _f, .0, .0,\n"
+" .0, _f, .0,\n"
+" .0, .0, _f\n"
+" );\n"
+"}\n"
+"\n"
+"mat3 __constructor (const int _i) {\n"
+" return mat3 (\n"
+" _i, .0, .0,\n"
+" .0, _i, .0,\n"
+" .0, .0, _i\n"
+" );\n"
+"}\n"
+"\n"
+"mat3 __constructor (const bool _b) {\n"
+" return mat3 (\n"
+" _b, .0, .0,\n"
+" .0, _b, .0,\n"
+" .0, .0, _b\n"
+" );\n"
+"}\n"
+"\n"
+"mat4 __constructor (const float _f) {\n"
+" return mat4 (\n"
+" _f, .0, .0, .0,\n"
+" .0, _f, .0, .0,\n"
+" .0, .0, _f, .0,\n"
+" .0, .0, .0, _f\n"
+" );\n"
+"}\n"
+"\n"
+"mat4 __constructor (const int _i) {\n"
+" return mat4 (\n"
+" _i, .0, .0, .0,\n"
+" .0, _i, .0, .0,\n"
+" .0, .0, _i, .0,\n"
+" .0, .0, .0, _i\n"
+" );\n"
+"}\n"
+"\n"
+"mat4 __constructor (const bool _b) {\n"
+" return mat4 (\n"
+" _b, .0, .0, .0,\n"
+" .0, _b, .0, .0,\n"
+" .0, .0, _b, .0,\n"
+" .0, .0, .0, _b\n"
+" );\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"void __operator += (inout float a, const float b) {\n"
+" __asm float_add a, a, b;\n"
+"}\n"
+"\n"
+"float __operator - (const float a) {\n"
+" float c;\n"
+" __asm float_negate c, a;\n"
+" return c;\n"
+"}\n"
+"\n"
+"void __operator -= (inout float a, const float b) {\n"
+" a += -b;\n"
+"}\n"
+"\n"
+"void __operator *= (inout float a, const float b) {\n"
+" __asm float_multiply a, a, b;\n"
+"}\n"
+"\n"
+"void __operator /= (inout float a, const float b) {\n"
+" __asm float_divide a, a, b;\n"
+"}\n"
+"\n"
+"float __operator + (const float a, const float b) {\n"
+" float c;\n"
+" c = a;\n"
+" return c += b;\n"
+"}\n"
+"\n"
+"void __operator += (inout int a, const int b) {\n"
+" a = int (float (a) + float (b));\n"
+"}\n"
+"\n"
+"int __operator - (const int a) {\n"
+" return int (-float (a));\n"
+"}\n"
+"\n"
+"void __operator -= (inout int a, const int b) {\n"
+" a += -b;\n"
+"}\n"
+"\n"
+"float __operator * (const float a, const float b) {\n"
+" float c;\n"
+" c = a;\n"
+" return c *= b;\n"
+"}\n"
+"\n"
+"void __operator *= (inout int a, const int b) {\n"
+" a = int (float (a) * float (b));\n"
+"}\n"
+"\n"
+"float __operator / (const float a, const float b) {\n"
+" float c;\n"
+" c = a;\n"
+" return c /= b;\n"
+"}\n"
+"\n"
+"void __operator /= (inout int a, const int b) {\n"
+" a = int (float (a) / float (b));\n"
+"}\n"
+"\n"
+"void __operator += (inout vec2 v, const vec2 u) {\n"
+" v.x += u.x, v.y += u.y;\n"
+"}\n"
+"\n"
+"void __operator -= (inout vec2 v, const vec2 u) {\n"
+" v.x -= u.x, v.y -= u.y;\n"
+"}\n"
+"\n"
+"void __operator *= (inout vec2 v, const vec2 u) {\n"
+" v.x *= u.x, v.y *= u.y;\n"
+"}\n"
+"\n"
+"void __operator /= (inout vec2 v, const vec2 u) {\n"
+" v.x /= u.x, v.y /= u.y;\n"
+"}\n"
+"\n"
+"void __operator += (inout vec3 v, const vec3 u) {\n"
+" v.x += u.x, v.y += u.y, v.z += u.z;\n"
+"}\n"
+"\n"
+"void __operator -= (inout vec3 v, const vec3 u) {\n"
+" v.x -= u.x, v.y -= u.y, v.z -= u.z;\n"
+"}\n"
+"\n"
+"void __operator *= (inout vec3 v, const vec3 u) {\n"
+" v.x *= u.x, v.y *= u.y, v.z *= u.z;\n"
+"}\n"
+"\n"
+"void __operator /= (inout vec3 v, const vec3 u) {\n"
+" v.x /= u.x, v.y /= u.y, v.z /= u.z;\n"
+"}\n"
+"\n"
+"void __operator += (inout vec4 v, const vec4 u) {\n"
+" v.x += u.x, v.y += u.y, v.z += u.z, v.w += u.w;\n"
+"}\n"
+"\n"
+"void __operator -= (inout vec4 v, const vec4 u) {\n"
+" v.x -= u.x, v.y -= u.y, v.z -= u.z, v.w -= u.w;\n"
+"}\n"
+"\n"
+"void __operator *= (inout vec4 v, const vec4 u) {\n"
+" v.x *= u.x, v.y *= u.y, v.z *= u.z, v.w *= u.w;\n"
+"}\n"
+"\n"
+"void __operator /= (inout vec4 v, const vec4 u) {\n"
+" v.x /= u.x, v.y /= u.y, v.z /= u.z, v.w /= u.w;\n"
+"}\n"
+"\n"
+"void __operator += (inout ivec2 v, const ivec2 u) {\n"
+" v.x += u.x, v.y += u.y;\n"
+"}\n"
+"\n"
+"void __operator -= (inout ivec2 v, const ivec2 u) {\n"
+" v.x -= u.x, v.y -= u.y;\n"
+"}\n"
+"\n"
+"void __operator *= (inout ivec2 v, const ivec2 u) {\n"
+" v.x *= u.x, v.y *= u.y;\n"
+"}\n"
+"\n"
+"void __operator /= (inout ivec2 v, const ivec2 u) {\n"
+" v.x /= u.x, v.y /= u.y;\n"
+"}\n"
+"\n"
+"void __operator += (inout ivec3 v, const ivec3 u) {\n"
+" v.x += u.x, v.y += u.y, v.z += u.z;\n"
+"}\n"
+"\n"
+"void __operator -= (inout ivec3 v, const ivec3 u) {\n"
+" v.x -= u.x, v.y -= u.y, v.z -= u.z;\n"
+"}\n"
+"\n"
+"void __operator *= (inout ivec3 v, const ivec3 u) {\n"
+" v.x *= u.x, v.y *= u.y, v.z *= u.z;\n"
+"}\n"
+"\n"
+"void __operator /= (inout ivec3 v, const ivec3 u) {\n"
+" v.x /= u.x, v.y /= u.y, v.z /= u.z;\n"
+"}\n"
+"\n"
+"void __operator += (inout ivec4 v, const ivec4 u) {\n"
+" v.x += u.x, v.y += u.y, v.z += u.z, v.w += u.w;\n"
+"}\n"
+"\n"
+"void __operator -= (inout ivec4 v, const ivec4 u) {\n"
+" v.x -= u.x, v.y -= u.y, v.z -= u.z, v.w -= u.w;\n"
+"}\n"
+"\n"
+"void __operator *= (inout ivec4 v, const ivec4 u) {\n"
+" v.x *= u.x, v.y *= u.y, v.z *= u.z, v.w *= u.w;\n"
+"}\n"
+"\n"
+"void __operator /= (inout ivec4 v, const ivec4 u) {\n"
+" v.x /= u.x, v.y /= u.y, v.z /= u.z, v.w /= u.w;\n"
+"}\n"
+"\n"
+"void __operator += (inout mat2 m, const mat2 n) {\n"
+" m[0] += n[0], m[1] += n[1];\n"
+"}\n"
+"\n"
+"void __operator -= (inout mat2 m, const mat2 n) {\n"
+" m[0] -= n[0], m[1] -= n[1];\n"
+"}\n"
+"\n"
+"vec2 __operator * (const mat2 m, const vec2 v) {\n"
+" return vec2 (\n"
+" v.x * m[0].x + v.y * m[1].x,\n"
+" v.x * m[0].y + v.y * m[1].y\n"
+" );\n"
+"}\n"
+"\n"
+"mat2 __operator * (const mat2 m, const mat2 n) {\n"
+" return mat2 (m * n[0], m * n[1]);\n"
+"}\n"
+"\n"
+"void __operator *= (inout mat2 m, const mat2 n) {\n"
+" m = m * n;\n"
+"}\n"
+"\n"
+"void __operator /= (inout mat2 m, const mat2 n) {\n"
+" m[0] /= n[0], m[1] /= n[1];\n"
+"}\n"
+"\n"
+"void __operator += (inout mat3 m, const mat3 n) {\n"
+" m[0] += n[0], m[1] += n[1], m[2] += n[2];\n"
+"}\n"
+"\n"
+"void __operator -= (inout mat3 m, const mat3 n) {\n"
+" m[0] -= n[0], m[1] -= n[1], m[2] -= n[2];\n"
+"}\n"
+"\n"
+"vec3 __operator * (const mat3 m, const vec3 v) {\n"
+" return vec3 (\n"
+" v.x * m[0].x + v.y * m[1].x + v.z * m[2].x,\n"
+" v.x * m[0].y + v.y * m[1].y + v.z * m[2].y,\n"
+" v.x * m[0].z + v.y * m[1].z + v.z * m[2].z\n"
+" );\n"
+"}\n"
+"\n"
+"mat3 __operator * (const mat3 m, const mat3 n) {\n"
+" return mat3 (m * n[0], m * n[1], m * n[2]);\n"
+"}\n"
+"\n"
+"void __operator *= (inout mat3 m, const mat3 n) {\n"
+" m = m * n;\n"
+"}\n"
+"\n"
+"void __operator /= (inout mat3 m, const mat3 n) {\n"
+" m[0] /= n[0], m[1] /= n[1], m[2] /= n[2];\n"
+"}\n"
+"\n"
+"void __operator += (inout mat4 m, const mat4 n) {\n"
+" m[0] += n[0], m[1] += n[1], m[2] += n[2], m[3] += n[3];\n"
+"}\n"
+"\n"
+"void __operator -= (inout mat4 m, const mat4 n) {\n"
+" m[0] -= n[0], m[1] -= n[1], m[2] -= n[2], m[3] -= n[3];\n"
+"}\n"
+"\n"
+"vec4 __operator * (const mat4 m, const vec4 v) {\n"
+" return vec4 (\n"
+" v.x * m[0].x + v.y * m[1].x + v.z * m[2].x + v.w * m[3].x,\n"
+" v.x * m[0].y + v.y * m[1].y + v.z * m[2].y + v.w * m[3].y,\n"
+" v.x * m[0].z + v.y * m[1].z + v.z * m[2].z + v.w * m[3].z,\n"
+" v.x * m[0].w + v.y * m[1].w + v.z * m[2].w + v.w * m[3].w\n"
+" );\n"
+"}\n"
+"\n"
+"mat4 __operator * (const mat4 m, const mat4 n) {\n"
+" return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]);\n"
+"}\n"
+"\n"
+"void __operator *= (inout mat4 m, const mat4 n) {\n"
+" m = m * n;\n"
+"}\n"
+"\n"
+"void __operator /= (inout mat4 m, const mat4 n) {\n"
+" m[0] /= n[0], m[1] /= n[1], m[2] /= n[2], m[3] /= n[3];\n"
+"}\n"
+"\n"
+"void __operator += (inout vec2 v, const float a) {\n"
+" v.x += a, v.y += a;\n"
+"}\n"
+"\n"
+"void __operator -= (inout vec2 v, const float a) {\n"
+" v.x -= a, v.y -= a;\n"
+"}\n"
+"\n"
+"void __operator *= (inout vec2 v, const float a) {\n"
+" v.x *= a, v.y *= a;\n"
+"}\n"
+"\n"
+"void __operator /= (inout vec2 v, const float a) {\n"
+" v.x /= a, v.y /= a;\n"
+"}\n"
+"\n"
+"void __operator += (inout vec3 v, const float a) {\n"
+" v.x += a, v.y += a, v.z += a;\n"
+"}\n"
+"\n"
+"void __operator -= (inout vec3 v, const float a) {\n"
+" v.x -= a, v.y -= a, v.z -= a;\n"
+"}\n"
+"\n"
+"void __operator *= (inout vec3 v, const float a) {\n"
+" v.x *= a, v.y *= a, v.z *= a;\n"
+"}\n"
+"\n"
+"void __operator /= (inout vec3 v, const float a) {\n"
+" v.x /= a, v.y /= a, v.z /= a;\n"
+"}\n"
+"\n"
+"void __operator += (inout vec4 v, const float a) {\n"
+" v.x += a, v.y += a, v.z += a, v.w += a;\n"
+"}\n"
+"\n"
+"void __operator -= (inout vec4 v, const float a) {\n"
+" v.x -= a, v.y -= a, v.z -= a, v.w -= a;\n"
+"}\n"
+"\n"
+"void __operator *= (inout vec4 v, const float a) {\n"
+" v.x *= a, v.y *= a, v.z *= a, v.w *= a;\n"
+"}\n"
+"\n"
+"void __operator /= (inout vec4 v, const float a) {\n"
+" v.x /= a, v.y /= a, v.z /= a, v.w /= a;\n"
+"}\n"
+"\n"
+"void __operator += (inout mat2 m, const float a) {\n"
+" m[0] += a, m[1] += a;\n"
+"}\n"
+"\n"
+"void __operator -= (inout mat2 m, const float a) {\n"
+" m[0] -= a, m[1] -= a;\n"
+"}\n"
+"\n"
+"void __operator *= (inout mat2 m, const float a) {\n"
+" m[0] *= a, m[1] *= a;\n"
+"}\n"
+"\n"
+"void __operator /= (inout mat2 m, const float a) {\n"
+" m[0] /= a, m[1] /= a;\n"
+"}\n"
+"\n"
+"void __operator += (inout mat3 m, const float a) {\n"
+" m[0] += a, m[1] += a, m[2] += a;\n"
+"}\n"
+"\n"
+"void __operator -= (inout mat3 m, const float a) {\n"
+" m[0] -= a, m[1] -= a, m[2] -= a;\n"
+"}\n"
+"\n"
+"void __operator *= (inout mat3 m, const float a) {\n"
+" m[0] *= a, m[1] *= a, m[2] *= a;\n"
+"}\n"
+"\n"
+"void __operator /= (inout mat3 m, const float a) {\n"
+" m[0] /= a, m[1] /= a, m[2] /= a;\n"
+"}\n"
+"\n"
+"void __operator += (inout mat4 m, const float a) {\n"
+" m[0] += a, m[1] += a, m[2] += a, m[3] += a;\n"
+"}\n"
+"\n"
+"void __operator -= (inout mat4 m, const float a) {\n"
+" m[0] -= a, m[1] -= a, m[2] -= a, m[3] -= a;\n"
+"}\n"
+"\n"
+"void __operator *= (inout mat4 m, const float a) {\n"
+" m[0] *= a, m[1] *= a, m[2] *= a, m[3] *= a;\n"
+"}\n"
+"\n"
+"void __operator /= (inout mat4 m, const float a) {\n"
+" m[0] /= a, m[1] /= a, m[2] /= a, m[3] /= a;\n"
+"}\n"
+"\n"
+"vec2 __operator * (const vec2 v, const mat2 m) {\n"
+" return vec2 (\n"
+" v.x * m[0].x + v.y * m[0].y,\n"
+" v.x * m[1].x + v.y * m[1].y\n"
+" );\n"
+"}\n"
+"\n"
+"void __operator *= (inout vec2 v, const mat2 m) {\n"
+" v = v * m;\n"
+"}\n"
+"\n"
+"vec3 __operator * (const vec3 v, const mat3 m) {\n"
+" return vec3 (\n"
+" v.x * m[0].x + v.y * m[0].y + v.z * m[0].z,\n"
+" v.x * m[1].x + v.y * m[1].y + v.z * m[1].z,\n"
+" v.x * m[2].x + v.y * m[2].y + v.z * m[2].z\n"
+" );\n"
+"}\n"
+"\n"
+"void __operator *= (inout vec3 v, const mat3 m) {\n"
+" v = v * m;\n"
+"}\n"
+"\n"
+"vec4 __operator * (const vec4 v, const mat4 m) {\n"
+" return vec4 (\n"
+" v.x * m[0].x + v.y * m[0].y + v.z * m[0].z + v.w * m[0].w,\n"
+" v.x * m[1].x + v.y * m[1].y + v.z * m[1].z + v.w * m[1].w,\n"
+" v.x * m[2].x + v.y * m[2].y + v.z * m[2].z + v.w * m[2].w,\n"
+" v.x * m[3].x + v.y * m[3].y + v.z * m[3].z + v.w * m[3].w\n"
+" );\n"
+"}\n"
+"\n"
+"void __operator *= (inout vec4 v, const mat4 m) {\n"
+" v = v * m;\n"
+"}\n"
+"\n"
+"float __operator - (const float a, const float b) {\n"
+" return a + -b;\n"
+"}\n"
+"\n"
+"int __operator + (const int a, const int b) {\n"
+" int c;\n"
+" c = a;\n"
+" return c += b;\n"
+"}\n"
+"\n"
+"int __operator - (const int a, const int b) {\n"
+" return a + -b;\n"
+"}\n"
+"\n"
+"int __operator * (const int a, const int b) {\n"
+" int c;\n"
+" return (c = a) *= b;\n"
+"}\n"
+"\n"
+"int __operator / (const int a, const int b) {\n"
+" int c;\n"
+" return (c = a) /= b;\n"
+"}\n"
+"\n"
+"vec2 __operator + (const vec2 v, const vec2 u) {\n"
+" return vec2 (v.x + u.x, v.y + u.y);\n"
+"}\n"
+"\n"
+"vec2 __operator - (const vec2 v, const vec2 u) {\n"
+" return vec2 (v.x - u.x, v.y - u.y);\n"
+"}\n"
+"\n"
+"vec3 __operator + (const vec3 v, const vec3 u) {\n"
+" return vec3 (v.x + u.x, v.y + u.y, v.z + u.z);\n"
+"}\n"
+"\n"
+"vec3 __operator - (const vec3 v, const vec3 u) {\n"
+" return vec3 (v.x - u.x, v.y - u.y, v.z - u.z);\n"
+"}\n"
+"\n"
+"vec4 __operator + (const vec4 v, const vec4 u) {\n"
+" return vec4 (v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w);\n"
+"}\n"
+"\n"
+"vec4 __operator - (const vec4 v, const vec4 u) {\n"
+" return vec4 (v.x - u.x, v.y - u.y, v.z - u.z, v.w - u.w);\n"
+"}\n"
+"\n"
+"ivec2 __operator + (const ivec2 v, const ivec2 u) {\n"
+" return ivec2 (v.x + u.x, v.y + u.y);\n"
+"}\n"
+"\n"
+"ivec2 __operator - (const ivec2 v, const ivec2 u) {\n"
+" return ivec2 (v.x - u.x, v.y - u.y);\n"
+"}\n"
+"\n"
+"ivec3 __operator + (const ivec3 v, const ivec3 u) {\n"
+" return ivec3 (v.x + u.x, v.y + u.y, v.z + u.z);\n"
+"}\n"
+"\n"
+"ivec3 __operator - (const ivec3 v, const ivec3 u) {\n"
+" return ivec3 (v.x - u.x, v.y - u.y, v.z - u.z);\n"
+"}\n"
+"\n"
+"ivec4 __operator + (const ivec4 v, const ivec4 u) {\n"
+" return ivec4 (v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w);\n"
+"}\n"
+"\n"
+"ivec4 __operator - (const ivec4 v, const ivec4 u) {\n"
+" return ivec4 (v.x - u.x, v.y - u.y, v.z - u.z, v.w - u.w);\n"
+"}\n"
+"\n"
+"mat2 __operator + (const mat2 m, const mat2 n) {\n"
+" return mat2 (m[0] + n[0], m[1] + n[1]);\n"
+"}\n"
+"\n"
+"mat2 __operator - (const mat2 m, const mat2 n) {\n"
+" return mat2 (m[0] - n[0], m[1] - n[1]);\n"
+"}\n"
+"\n"
+"mat3 __operator + (const mat3 m, const mat3 n) {\n"
+" return mat3 (m[0] + n[0], m[1] + n[1], m[2] + n[2]);\n"
+"}\n"
+"\n"
+"mat3 __operator - (const mat3 m, const mat3 n) {\n"
+" return mat3 (m[0] - n[0], m[1] - n[1], m[2] - n[2]);\n"
+"}\n"
+"\n"
+"mat4 __operator + (const mat4 m, const mat4 n) {\n"
+" return mat4 (m[0] + n[0], m[1] + n[1], m[2] + n[2], m[3] + n[3]);\n"
+"}\n"
+"\n"
+"mat4 __operator - (const mat4 m, const mat4 n) {\n"
+" return mat4 (m[0] - n[0], m[1] - n[1], m[2] - n[2], m[3] - n[3]);\n"
+"}\n"
+"\n"
+"vec2 __operator + (const float a, const vec2 u) {\n"
+" return vec2 (a + u.x, a + u.y);\n"
+"}\n"
+"\n"
+"vec2 __operator + (const vec2 v, const float b) {\n"
+" return vec2 (v.x + b, v.y + b);\n"
+"}\n"
+"\n"
+"vec2 __operator - (const float a, const vec2 u) {\n"
+" return vec2 (a - u.x, a - u.y);\n"
+"}\n"
+"\n"
+"vec2 __operator - (const vec2 v, const float b) {\n"
+" return vec2 (v.x - b, v.y - b);\n"
+"}\n"
+"\n"
+"vec2 __operator * (const float a, const vec2 u) {\n"
+" return vec2 (a * u.x, a * u.y);\n"
+"}\n"
+"\n"
+"vec2 __operator * (const vec2 v, const float b) {\n"
+" return vec2 (v.x * b, v.y * b);\n"
+"}\n"
+"\n"
+"vec2 __operator / (const float a, const vec2 u) {\n"
+" return vec2 (a / u.x, a / u.y);\n"
+"}\n"
+"\n"
+"vec2 __operator / (const vec2 v, const float b) {\n"
+" return vec2 (v.x / b, v.y / b);\n"
+"}\n"
+"\n"
+"vec3 __operator + (const float a, const vec3 u) {\n"
+" return vec3 (a + u.x, a + u.y, a + u.z);\n"
+"}\n"
+"\n"
+"vec3 __operator + (const vec3 v, const float b) {\n"
+" return vec3 (v.x + b, v.y + b, v.z + b);\n"
+"}\n"
+"\n"
+"vec3 __operator - (const float a, const vec3 u) {\n"
+" return vec3 (a - u.x, a - u.y, a - u.z);\n"
+"}\n"
+"\n"
+"vec3 __operator - (const vec3 v, const float b) {\n"
+" return vec3 (v.x - b, v.y - b, v.z - b);\n"
+"}\n"
+"\n"
+"vec3 __operator * (const float a, const vec3 u) {\n"
+" return vec3 (a * u.x, a * u.y, a * u.z);\n"
+"}\n"
+"\n"
+"vec3 __operator * (const vec3 v, const float b) {\n"
+" return vec3 (v.x * b, v.y * b, v.z * b);\n"
+"}\n"
+"\n"
+"vec3 __operator / (const float a, const vec3 u) {\n"
+" return vec3 (a / u.x, a / u.y, a / u.z);\n"
+"}\n"
+"\n"
+"vec3 __operator / (const vec3 v, const float b) {\n"
+" return vec3 (v.x / b, v.y / b, v.z / b);\n"
+"}\n"
+"\n"
+"vec4 __operator + (const float a, const vec4 u) {\n"
+" return vec4 (a + u.x, a + u.y, a + u.z, a + u.w);\n"
+"}\n"
+"\n"
+"vec4 __operator + (const vec4 v, const float b) {\n"
+" return vec4 (v.x + b, v.y + b, v.z + b, v.w + b);\n"
+"}\n"
+"\n"
+"vec4 __operator - (const float a, const vec4 u) {\n"
+" return vec4 (a - u.x, a - u.y, a - u.z, a - u.w);\n"
+"}\n"
+"\n"
+"vec4 __operator - (const vec4 v, const float b) {\n"
+" return vec4 (v.x - b, v.y - b, v.z - b, v.w - b);\n"
+"}\n"
+"\n"
+"vec4 __operator * (const float a, const vec4 u) {\n"
+" return vec4 (a * u.x, a * u.y, a * u.z, a * u.w);\n"
+"}\n"
+"\n"
+"vec4 __operator * (const vec4 v, const float b) {\n"
+" return vec4 (v.x * b, v.y * b, v.z * b, v.w * b);\n"
+"}\n"
+"\n"
+"vec4 __operator / (const float a, const vec4 u) {\n"
+" return vec4 (a / u.x, a / u.y, a / u.z, a / u.w);\n"
+"}\n"
+"\n"
+"vec4 __operator / (const vec4 v, const float b) {\n"
+" return vec4 (v.x / b, v.y / b, v.z / b, v.w / b);\n"
+"}\n"
+"\n"
+"mat2 __operator + (const float a, const mat2 n) {\n"
+" return mat2 (a + n[0], a + n[1]);\n"
+"}\n"
+"\n"
+"mat2 __operator + (const mat2 m, const float b) {\n"
+" return mat2 (m[0] + b, m[1] + b);\n"
+"}\n"
+"\n"
+"mat2 __operator - (const float a, const mat2 n) {\n"
+" return mat2 (a - n[0], a - n[1]);\n"
+"}\n"
+"\n"
+"mat2 __operator - (const mat2 m, const float b) {\n"
+" return mat2 (m[0] - b, m[1] - b);\n"
+"}\n"
+"\n"
+"mat2 __operator * (const float a, const mat2 n) {\n"
+" return mat2 (a * n[0], a * n[1]);\n"
+"}\n"
+"\n"
+"mat2 __operator * (const mat2 m, const float b) {\n"
+" return mat2 (m[0] * b, m[1] * b);\n"
+"}\n"
+"\n"
+"mat2 __operator / (const float a, const mat2 n) {\n"
+" return mat2 (a / n[0], a / n[1]);\n"
+"}\n"
+"\n"
+"mat2 __operator / (const mat2 m, const float b) {\n"
+" return mat2 (m[0] / b, m[1] / b);\n"
+"}\n"
+"\n"
+"mat3 __operator + (const float a, const mat3 n) {\n"
+" return mat3 (a + n[0], a + n[1], a + n[2]);\n"
+"}\n"
+"\n"
+"mat3 __operator + (const mat3 m, const float b) {\n"
+" return mat3 (m[0] + b, m[1] + b, m[2] + b);\n"
+"}\n"
+"\n"
+"mat3 __operator - (const float a, const mat3 n) {\n"
+" return mat3 (a - n[0], a - n[1], a - n[2]);\n"
+"}\n"
+"\n"
+"mat3 __operator - (const mat3 m, const float b) {\n"
+" return mat3 (m[0] - b, m[1] - b, m[2] - b);\n"
+"}\n"
+"\n"
+"mat3 __operator * (const float a, const mat3 n) {\n"
+" return mat3 (a * n[0], a * n[1], a * n[2]);\n"
+"}\n"
+"\n"
+"mat3 __operator * (const mat3 m, const float b) {\n"
+" return mat3 (m[0] * b, m[1] * b, m[2] * b);\n"
+"}\n"
+"\n"
+"mat3 __operator / (const float a, const mat3 n) {\n"
+" return mat3 (a / n[0], a / n[1], a / n[2]);\n"
+"}\n"
+"\n"
+"mat3 __operator / (const mat3 m, const float b) {\n"
+" return mat3 (m[0] / b, m[1] / b, m[2] / b);\n"
+"}\n"
+"\n"
+"mat4 __operator + (const float a, const mat4 n) {\n"
+" return mat4 (a + n[0], a + n[1], a + n[2], a + n[3]);\n"
+"}\n"
+"\n"
+"mat4 __operator + (const mat4 m, const float b) {\n"
+" return mat4 (m[0] + b, m[1] + b, m[2] + b, m[3] + b);\n"
+"}\n"
+"\n"
+"mat4 __operator - (const float a, const mat4 n) {\n"
+" return mat4 (a - n[0], a - n[1], a - n[2], a - n[3]);\n"
+"}\n"
+"\n"
+"mat4 __operator - (const mat4 m, const float b) {\n"
+" return mat4 (m[0] - b, m[1] - b, m[2] - b, m[3] - b);\n"
+"}\n"
+"\n"
+"mat4 __operator * (const float a, const mat4 n) {\n"
+" return mat4 (a * n[0], a * n[1], a * n[2], a * n[3]);\n"
+"}\n"
+"\n"
+"mat4 __operator * (const mat4 m, const float b) {\n"
+" return mat4 (m[0] * b, m[1] * b, m[2] * b, m[3] * b);\n"
+"}\n"
+"\n"
+"mat4 __operator / (const float a, const mat4 n) {\n"
+" return mat4 (a / n[0], a / n[1], a / n[2], a / n[3]);\n"
+"}\n"
+"\n"
+"mat4 __operator / (const mat4 m, const float b) {\n"
+" return mat4 (m[0] / b, m[1] / b, m[2] / b, m[3] / b);\n"
+"}\n"
+"\n"
+"ivec2 __operator + (const int a, const ivec2 u) {\n"
+" return ivec2 (a + u.x, a + u.y);\n"
+"}\n"
+"\n"
+"ivec2 __operator + (const ivec2 v, const int b) {\n"
+" return ivec2 (v.x + b, v.y + b);\n"
+"}\n"
+"\n"
+"ivec2 __operator - (const int a, const ivec2 u) {\n"
+" return ivec2 (a - u.x, a - u.y);\n"
+"}\n"
+"\n"
+"ivec2 __operator - (const ivec2 v, const int b) {\n"
+" return ivec2 (v.x - b, v.y - b);\n"
+"}\n"
+"\n"
+"ivec2 __operator * (const int a, const ivec2 u) {\n"
+" return ivec2 (a * u.x, a * u.y);\n"
+"}\n"
+"\n"
+"ivec2 __operator * (const ivec2 v, const int b) {\n"
+" return ivec2 (v.x * b, v.y * b);\n"
+"}\n"
+"\n"
+"ivec2 __operator / (const int a, const ivec2 u) {\n"
+" return ivec2 (a / u.x, a / u.y);\n"
+"}\n"
+"\n"
+"ivec2 __operator / (const ivec2 v, const int b) {\n"
+" return ivec2 (v.x / b, v.y / b);\n"
+"}\n"
+"\n"
+"ivec3 __operator + (const int a, const ivec3 u) {\n"
+" return ivec3 (a + u.x, a + u.y, a + u.z);\n"
+"}\n"
+"\n"
+"ivec3 __operator + (const ivec3 v, const int b) {\n"
+" return ivec3 (v.x + b, v.y + b, v.z + b);\n"
+"}\n"
+"\n"
+"ivec3 __operator - (const int a, const ivec3 u) {\n"
+" return ivec3 (a - u.x, a - u.y, a - u.z);\n"
+"}\n"
+"\n"
+"ivec3 __operator - (const ivec3 v, const int b) {\n"
+" return ivec3 (v.x - b, v.y - b, v.z - b);\n"
+"}\n"
+"\n"
+"ivec3 __operator * (const int a, const ivec3 u) {\n"
+" return ivec3 (a * u.x, a * u.y, a * u.z);\n"
+"}\n"
+"\n"
+"ivec3 __operator * (const ivec3 v, const int b) {\n"
+" return ivec3 (v.x * b, v.y * b, v.z * b);\n"
+"}\n"
+"\n"
+"ivec3 __operator / (const int a, const ivec3 u) {\n"
+" return ivec3 (a / u.x, a / u.y, a / u.z);\n"
+"}\n"
+"\n"
+"ivec3 __operator / (const ivec3 v, const int b) {\n"
+" return ivec3 (v.x / b, v.y / b, v.z / b);\n"
+"}\n"
+"\n"
+"ivec4 __operator + (const int a, const ivec4 u) {\n"
+" return ivec4 (a + u.x, a + u.y, a + u.z, a + u.w);\n"
+"}\n"
+"\n"
+"ivec4 __operator + (const ivec4 v, const int b) {\n"
+" return ivec4 (v.x + b, v.y + b, v.z + b, v.w + b);\n"
+"}\n"
+"\n"
+"ivec4 __operator - (const int a, const ivec4 u) {\n"
+" return ivec4 (a - u.x, a - u.y, a - u.z, a - u.w);\n"
+"}\n"
+"\n"
+"ivec4 __operator - (const ivec4 v, const int b) {\n"
+" return ivec4 (v.x - b, v.y - b, v.z - b, v.w - b);\n"
+"}\n"
+"\n"
+"ivec4 __operator * (const int a, const ivec4 u) {\n"
+" return ivec4 (a * u.x, a * u.y, a * u.z, a * u.w);\n"
+"}\n"
+"\n"
+"ivec4 __operator * (const ivec4 v, const int b) {\n"
+" return ivec4 (v.x * b, v.y * b, v.z * b, v.w * b);\n"
+"}\n"
+"\n"
+"ivec4 __operator / (const int a, const ivec4 u) {\n"
+" return ivec4 (a / u.x, a / u.y, a / u.z, a / u.w);\n"
+"}\n"
+"\n"
+"ivec4 __operator / (const ivec4 v, const int b) {\n"
+" return ivec4 (v.x / b, v.y / b, v.z / b, v.w / b);\n"
+"}\n"
+"\n"
+"vec2 __operator * (const vec2 v, const vec2 u) {\n"
+" return vec2 (v.x * u.x, v.y * u.y);\n"
+"}\n"
+"\n"
+"vec3 __operator * (const vec3 v, const vec3 u) {\n"
+" return vec3 (v.x * u.x, v.y * u.y, v.z * u.z);\n"
+"}\n"
+"\n"
+"vec4 __operator * (const vec4 v, const vec4 u) {\n"
+" return vec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w);\n"
+"}\n"
+"\n"
+"ivec2 __operator * (const ivec2 v, const ivec2 u) {\n"
+" return ivec2 (v.x * u.x, v.y * u.y);\n"
+"}\n"
+"\n"
+"ivec3 __operator * (const ivec3 v, const ivec3 u) {\n"
+" return ivec3 (v.x * u.x, v.y * u.y, v.z * u.z);\n"
+"}\n"
+"\n"
+"ivec4 __operator * (const ivec4 v, const ivec4 u) {\n"
+" return ivec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w);\n"
+"}\n"
+"\n"
+"vec2 __operator / (const vec2 v, const vec2 u) {\n"
+" return vec2 (v.x / u.x, v.y / u.y);\n"
+"}\n"
+"\n"
+"vec3 __operator / (const vec3 v, const vec3 u) {\n"
+" return vec3 (v.x / u.x, v.y / u.y, v.z / u.z);\n"
+"}\n"
+"\n"
+"vec4 __operator / (const vec4 v, const vec4 u) {\n"
+" return vec4 (v.x / u.x, v.y / u.y, v.z / u.z, v.w / u.w);\n"
+"}\n"
+"\n"
+"ivec2 __operator / (const ivec2 v, const ivec2 u) {\n"
+" return ivec2 (v.x / u.x, v.y / u.y);\n"
+"}\n"
+"\n"
+"ivec3 __operator / (const ivec3 v, const ivec3 u) {\n"
+" return ivec3 (v.x / u.x, v.y / u.y, v.z / u.z);\n"
+"}\n"
+"\n"
+"ivec4 __operator / (const ivec4 v, const ivec4 u) {\n"
+" return ivec4 (v.x / u.x, v.y / u.y, v.z / u.z, v.w / u.w);\n"
+"}\n"
+"\n"
+"mat2 __operator / (const mat2 m, const mat2 n) {\n"
+" return mat2 (m[0] / n[0], m[1] / n[1]);\n"
+"}\n"
+"\n"
+"mat3 __operator / (const mat3 m, const mat3 n) {\n"
+" return mat3 (m[0] / n[0], m[1] / n[1], m[2] / n[2]);\n"
+"}\n"
+"\n"
+"mat4 __operator / (const mat4 m, const mat4 n) {\n"
+" return mat4 (m[0] / n[0], m[1] / n[1], m[2] / n[2], m[3] / n[3]);\n"
+"}\n"
+"\n"
+"vec2 __operator - (const vec2 v) {\n"
+" return vec2 (-v.x, -v.y);\n"
+"}\n"
+"\n"
+"vec3 __operator - (const vec3 v) {\n"
+" return vec3 (-v.x, -v.y, -v.z);\n"
+"}\n"
+"\n"
+"vec4 __operator - (const vec4 v) {\n"
+" return vec4 (-v.x, -v.y, -v.z, -v.w);\n"
+"}\n"
+"\n"
+"ivec2 __operator - (const ivec2 v) {\n"
+" return ivec2 (-v.x, -v.y);\n"
+"}\n"
+"\n"
+"ivec3 __operator - (const ivec3 v) {\n"
+" return ivec3 (-v.x, -v.y, -v.z);\n"
+"}\n"
+"\n"
+"ivec4 __operator - (const ivec4 v) {\n"
+" return ivec4 (-v.x, -v.y, -v.z, -v.w);\n"
+"}\n"
+"\n"
+"mat2 __operator - (const mat2 m) {\n"
+" return mat2 (-m[0], -m[1]);\n"
+"}\n"
+"\n"
+"mat3 __operator - (const mat3 m) {\n"
+" return mat3 (-m[0], -m[1], -m[2]);\n"
+"}\n"
+"\n"
+"mat4 __operator - (const mat4 m) {\n"
+" return mat4 (-m[0], -m[1], -m[2], -m[3]);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"void __operator -- (inout float a) {\n"
+" a -= 1.0;\n"
+"}\n"
+"\n"
+"void __operator -- (inout int a) {\n"
+" a -= 1;\n"
+"}\n"
+"\n"
+"void __operator -- (inout vec2 v) {\n"
+" --v.x, --v.y;\n"
+"}\n"
+"\n"
+"void __operator -- (inout vec3 v) {\n"
+" --v.x, --v.y, --v.z;\n"
+"}\n"
+"\n"
+"void __operator -- (inout vec4 v) {\n"
+" --v.x, --v.y, --v.z, --v.w;\n"
+"}\n"
+"\n"
+"void __operator -- (inout ivec2 v) {\n"
+" --v.x, --v.y;\n"
+"}\n"
+"\n"
+"void __operator -- (inout ivec3 v) {\n"
+" --v.x, --v.y, --v.z;\n"
+"}\n"
+"\n"
+"void __operator -- (inout ivec4 v) {\n"
+" --v.x, --v.y, --v.z, --v.w;\n"
+"}\n"
+"\n"
+"void __operator -- (inout mat2 m) {\n"
+" --m[0], --m[1];\n"
+"}\n"
+"\n"
+"void __operator -- (inout mat3 m) {\n"
+" --m[0], --m[1], --m[2];\n"
+"}\n"
+"\n"
+"void __operator -- (inout mat4 m) {\n"
+" --m[0], --m[1], --m[2], --m[3];\n"
+"}\n"
+"\n"
+"void __operator ++ (inout float a) {\n"
+" a += 1.0;\n"
+"}\n"
+"\n"
+"void __operator ++ (inout int a) {\n"
+" a += 1;\n"
+"}\n"
+"\n"
+"void __operator ++ (inout vec2 v) {\n"
+" ++v.x, ++v.y;\n"
+"}\n"
+"\n"
+"void __operator ++ (inout vec3 v) {\n"
+" ++v.x, ++v.y, ++v.z;\n"
+"}\n"
+"\n"
+"void __operator ++ (inout vec4 v) {\n"
+" ++v.x, ++v.y, ++v.z, ++v.w;\n"
+"}\n"
+"\n"
+"void __operator ++ (inout ivec2 v) {\n"
+" ++v.x, ++v.y;\n"
+"}\n"
+"\n"
+"void __operator ++ (inout ivec3 v) {\n"
+" ++v.x, ++v.y, ++v.z;\n"
+"}\n"
+"\n"
+"void __operator ++ (inout ivec4 v) {\n"
+" ++v.x, ++v.y, ++v.z, ++v.w;\n"
+"}\n"
+"\n"
+"void __operator ++ (inout mat2 m) {\n"
+" ++m[0], ++m[1];\n"
+"}\n"
+"\n"
+"void __operator ++ (inout mat3 m) {\n"
+" ++m[0], ++m[1], ++m[2];\n"
+"}\n"
+"\n"
+"void __operator ++ (inout mat4 m) {\n"
+" ++m[0], ++m[1], ++m[2], ++m[3];\n"
+"}\n"
+"\n"
+"float __operator -- (inout float a, const int) {\n"
+" float c;\n"
+" c = a;\n"
+" --a;\n"
+" return c;\n"
+"}\n"
+"\n"
+"int __operator -- (inout int a, const int) {\n"
+" int c;\n"
+" c = a;\n"
+" --a;\n"
+" return c;\n"
+"}\n"
+"\n"
+"vec2 __operator -- (inout vec2 v, const int) {\n"
+" return vec2 (v.x--, v.y--);\n"
+"}\n"
+"\n"
+"vec3 __operator -- (inout vec3 v, const int) {\n"
+" return vec3 (v.x--, v.y--, v.z--);\n"
+"}\n"
+"\n"
+"vec4 __operator -- (inout vec4 v, const int) {\n"
+" return vec4 (v.x--, v.y--, v.z--, v.w--);\n"
+"}\n"
+"\n"
+"ivec2 __operator -- (inout ivec2 v, const int) {\n"
+" return ivec2 (v.x--, v.y--);\n"
+"}\n"
+"\n"
+"ivec3 __operator -- (inout ivec3 v, const int) {\n"
+" return ivec3 (v.x--, v.y--, v.z--);\n"
+"}\n"
+"\n"
+"ivec4 __operator -- (inout ivec4 v, const int) {\n"
+" return ivec4 (v.x--, v.y--, v.z--, v.w--);\n"
+"}\n"
+"\n"
+"mat2 __operator -- (inout mat2 m, const int) {\n"
+" return mat2 (m[0]--, m[1]--);\n"
+"}\n"
+"\n"
+"mat3 __operator -- (inout mat3 m, const int) {\n"
+" return mat3 (m[0]--, m[1]--, m[2]--);\n"
+"}\n"
+"\n"
+"mat4 __operator -- (inout mat4 m, const int) {\n"
+" return mat4 (m[0]--, m[1]--, m[2]--, m[3]--);\n"
+"}\n"
+"\n"
+"float __operator ++ (inout float a, const int) {\n"
+" float c;\n"
+" c = a;\n"
+" ++a;\n"
+" return c;\n"
+"}\n"
+"\n"
+"int __operator ++ (inout int a, const int) {\n"
+" int c;\n"
+" c = a;\n"
+" ++a;\n"
+" return c;\n"
+"}\n"
+"\n"
+"vec2 __operator ++ (inout vec2 v, const int) {\n"
+" return vec2 (v.x++, v.y++);\n"
+"}\n"
+"\n"
+"vec3 __operator ++ (inout vec3 v, const int) {\n"
+" return vec3 (v.x++, v.y++, v.z++);\n"
+"}\n"
+"\n"
+"vec4 __operator ++ (inout vec4 v, const int) {\n"
+" return vec4 (v.x++, v.y++, v.z++, v.w++);\n"
+"}\n"
+"\n"
+"ivec2 __operator ++ (inout ivec2 v, const int) {\n"
+" return ivec2 (v.x++, v.y++);\n"
+"}\n"
+"\n"
+"ivec3 __operator ++ (inout ivec3 v, const int) {\n"
+" return ivec3 (v.x++, v.y++, v.z++);\n"
+"}\n"
+"\n"
+"ivec4 __operator ++ (inout ivec4 v, const int) {\n"
+" return ivec4 (v.x++, v.y++, v.z++, v.w++);\n"
+"}\n"
+"\n"
+"mat2 __operator ++ (inout mat2 m, const int) {\n"
+" return mat2 (m[0]++, m[1]++);\n"
+"}\n"
+"\n"
+"mat3 __operator ++ (inout mat3 m, const int) {\n"
+" return mat3 (m[0]++, m[1]++, m[2]++);\n"
+"}\n"
+"\n"
+"mat4 __operator ++ (inout mat4 m, const int) {\n"
+" return mat4 (m[0]++, m[1]++, m[2]++, m[3]++);\n"
+"}\n"
+"\n"
+"bool __operator < (const float a, const float b) {\n"
+" bool c;\n"
+" __asm float_less c, a, b;\n"
+" return c;\n"
+"}\n"
+"\n"
+"bool __operator < (const int a, const int b) {\n"
+" return float (a) < float (b);\n"
+"}\n"
+"\n"
+"bool __operator > (const float a, const float b) {\n"
+" return b < a;\n"
+"}\n"
+"\n"
+"bool __operator > (const int a, const int b) {\n"
+" return b < a;\n"
+"}\n"
+"\n"
+"bool __operator >= (const float a, const float b) {\n"
+" return a > b || a == b;\n"
+"}\n"
+"\n"
+"bool __operator >= (const int a, const int b) {\n"
+" return a > b || a == b;\n"
+"}\n"
+"\n"
+"bool __operator <= (const float a, const float b) {\n"
+" return a < b || a == b;\n"
+"}\n"
+"\n"
+"bool __operator <= (const int a, const int b) {\n"
+" return a < b || a == b;\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"bool __operator ^^ (const bool a, const bool b) {\n"
+" return a != b;\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"bool __operator ! (const bool a) {\n"
+" return a == false;\n"
+"}\n"
+"\n"
diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_core_gc_bin.h b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_core_gc_bin.h
new file mode 100755
index 000000000..ac53ceea8
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_core_gc_bin.h
@@ -0,0 +1,490 @@
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diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_fragment_builtin.gc b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_fragment_builtin.gc
new file mode 100755
index 000000000..b4c5aa3ec
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_fragment_builtin.gc
@@ -0,0 +1,366 @@
+
+//
+// TODO:
+// - implement texture1D, texture2D, texture3D, textureCube,
+// - implement shadow1D, shadow2D,
+// - implement dFdx, dFdy,
+//
+
+//
+// From Shader Spec, ver. 1.10, rev. 59
+//
+// The output of the fragment shader is processed by the fixed function operations at the back end
+// of the OpenGL pipeline. Fragment shaders output values to the OpenGL pipeline using the built-in
+// variables gl_FragColor, gl_FragData and gl_FragDepth, unless the discard keyword is executed.
+//
+// These variables may be written more than once within a fragment shader. If so, the last value
+// assigned is the one used in the subsequent fixed function pipeline. The values written to these
+// variables may be read back after writing them. Reading from these variables before writing them
+// results in an undefined value. The fixed functionality computed depth for a fragment may be
+// obtained by reading gl_FragCoord.z, described below.
+//
+// Writing to gl_FragColor specifies the fragment color that will be used by the subsequent fixed
+// functionality pipeline. If subsequent fixed functionality consumes fragment color and an
+// execution of a fragment shader does not write a value to gl_FragColor then the fragment color
+// consumed is undefined.
+//
+// If the frame buffer is configured as a color index buffer then behavior is undefined when using
+// a fragment shader.
+//
+// Writing to gl_FragDepth will establish the depth value for the fragment being processed. If
+// depth buffering is enabled, and a shader does not write gl_FragDepth, then the fixed function
+// value for depth will be used as the fragment's depth value. If a shader statically assigns
+// a value to gl_FragDepth, and there is an execution path through the shader that does not set
+// gl_FragDepth, then the value of the fragment's depth may be undefined for executions of the
+// shader that take that path. That is, if a shader statically contains a write gl_FragDepth, then
+// it is responsible for always writing it.
+//
+// (A shader contains a static assignment to a variable x if, after pre-processing, the shader
+// contains statement that would write x, whether or not run-time flow of control will cause
+// that statement to be executed.)
+//
+// The variable gl_FragData is an array. Writing to gl_FragData[n] specifies the fragment data
+// that will be used by the subsequent fixed functionality pipeline for data n. If subsequent
+// fixed functionality consumes fragment data and an execution of a fragment shader does not
+// write a value to it, then the fragment data consumed is undefined.
+//
+// If a shader statically assigns a value to gl_FragColor, it may not assign a value to any element
+// of gl_FragData. If a shader statically writes a value to any element of gl_FragData, it may not
+// assign a value to gl_FragColor. That is, a shader may assign values to either gl_FragColor or
+// gl_FragData, but not both.
+//
+// If a shader executes the discard keyword, the fragment is discarded, and the values of
+// gl_FragDepth, gl_FragColor and gl_FragData become irrelevant.
+//
+// The variable gl_FragCoord is available as a read-only variable from within fragment shaders
+// and it holds the window relative coordinates x, y, z, and 1/w values for the fragment. This
+// value is the result of the fixed functionality that interpolates primitives after vertex
+// processing to generate fragments. The z component is the depth value that would be used for
+// the fragment's depth if a shader contained no writes to gl_FragDepth. This is useful for
+// invariance if a shader conditionally computes gl_FragDepth but otherwise wants the fixed
+// functionality fragment depth.
+//
+// The fragment shader has access to the read-only built-in variable gl_FrontFacing whose value
+// is true if the fragment belongs to a front-facing primitive. One use of this is to emulate
+// two-sided lighting by selecting one of two colors calculated by the vertex shader.
+//
+// The built-in variables that are accessible from a fragment shader are intrinsically given types
+// as follows:
+//
+
+__fixed_input vec4 gl_FragCoord;
+__fixed_input bool gl_FrontFacing;
+__fixed_output vec4 gl_FragColor;
+__fixed_output vec4 gl_FragData[gl_MaxDrawBuffers];
+__fixed_output float gl_FragDepth;
+
+//
+// However, they do not behave like variables with no qualifier; their behavior is as described
+// above. These built-in variables have global scope.
+//
+
+//
+// Unlike user-defined varying variables, the built-in varying variables don't have a strict
+// one-to-one correspondence between the vertex language and the fragment language. Two sets are
+// provided, one for each language. Their relationship is described below.
+//
+// The following varying variables are available to read from in a fragment shader. The gl_Color
+// and gl_SecondaryColor names are the same names as attributes passed to the vertex shader.
+// However, there is no name conflict, because attributes are visible only in vertex shaders
+// and the following are only visible in a fragment shader.
+//
+
+varying vec4 gl_Color;
+varying vec4 gl_SecondaryColor;
+varying vec4 gl_TexCoord[]; // at most will be gl_MaxTextureCoords
+varying float gl_FogFragCoord;
+
+//
+// The values in gl_Color and gl_SecondaryColor will be derived automatically by the system from
+// gl_FrontColor, gl_BackColor, gl_FrontSecondaryColor, and gl_BackSecondaryColor based on which
+// face is visible. If fixed functionality is used for vertex processing, then gl_FogFragCoord will
+// either be the z-coordinate of the fragment in eye space, or the interpolation of the fog
+// coordinate, as described in section 3.10 of the OpenGL 1.4 Specification. The gl_TexCoord[]
+// values are the interpolated gl_TexCoord[] values from a vertex shader or the texture coordinates
+// of any fixed pipeline based vertex functionality.
+//
+// Indices to the fragment shader gl_TexCoord array are as described above in the vertex shader
+// text.
+//
+
+//
+// The OpenGL Shading Language defines an assortment of built-in convenience functions for scalar
+// and vector operations. Many of these built-in functions can be used in more than one type
+// of shader, but some are intended to provide a direct mapping to hardware and so are available
+// only for a specific type of shader.
+//
+// The built-in functions basically fall into three categories:
+//
+// * They expose some necessary hardware functionality in a convenient way such as accessing
+// a texture map. There is no way in the language for these functions to be emulated by a shader.
+//
+// * They represent a trivial operation (clamp, mix, etc.) that is very simple for the user
+// to write, but they are very common and may have direct hardware support. It is a very hard
+// problem for the compiler to map expressions to complex assembler instructions.
+//
+// * They represent an operation graphics hardware is likely to accelerate at some point. The
+// trigonometry functions fall into this category.
+//
+// Many of the functions are similar to the same named ones in common C libraries, but they support
+// vector input as well as the more traditional scalar input.
+//
+// Applications should be encouraged to use the built-in functions rather than do the equivalent
+// computations in their own shader code since the built-in functions are assumed to be optimal
+// (e.g., perhaps supported directly in hardware).
+//
+// User code can replace built-in functions with their own if they choose, by simply re-declaring
+// and defining the same name and argument list.
+//
+
+//
+// 8.7 Texture Lookup Functions
+//
+// Texture lookup functions are available to both vertex and fragment shaders. However, level
+// of detail is not computed by fixed functionality for vertex shaders, so there are some
+// differences in operation between vertex and fragment texture lookups. The functions in the table
+// below provide access to textures through samplers, as set up through the OpenGL API. Texture
+// properties such as size, pixel format, number of dimensions, filtering method, number of mip-map
+// levels, depth comparison, and so on are also defined by OpenGL API calls. Such properties are
+// taken into account as the texture is accessed via the built-in functions defined below.
+//
+// If a non-shadow texture call is made to a sampler that represents a depth texture with depth
+// comparisons turned on, then results are undefined. If a shadow texture call is made to a sampler
+// that represents a depth texture with depth comparisions turned off, the results are undefined.
+// If a shadow texture call is made to a sampler that does not represent a depth texture, then
+// results are undefined.
+//
+// In all functions below, the bias parameter is optional for fragment shaders. The bias parameter
+// is not accepted in a vertex shader. For a fragment shader, if bias is present, it is added to
+// the calculated level of detail prior to performing the texture access operation. If the bias
+// parameter is not provided, then the implementation automatically selects level of detail:
+// For a texture that is not mip-mapped, the texture is used directly. If it is mip-mapped and
+// running in a fragment shader, the LOD computed by the implementation is used to do the texture
+// lookup. If it is mip-mapped and running on the vertex shader, then the base texture is used.
+//
+// The built-ins suffixed with "Lod" are allowed only in a vertex shader. For the "Lod" functions,
+// lod is directly used as the level of detail.
+//
+
+//
+// Use the texture coordinate coord to do a texture lookup in the 1D texture currently bound
+// to sampler. For the projective ("Proj") versions, the texture coordinate coord.s is divided by
+// the last component of coord.
+//
+// XXX
+vec4 texture1D (sampler1D sampler, float coord, float bias) {
+ return vec4 (0.0);
+}
+vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias) {
+ return texture1D (sampler, coord.s / coord.t, bias);
+}
+vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias) {
+ return texture1D (sampler, coord.s / coord.q, bias);
+}
+
+//
+// Use the texture coordinate coord to do a texture lookup in the 2D texture currently bound
+// to sampler. For the projective ("Proj") versions, the texture coordinate (coord.s, coord.t) is
+// divided by the last component of coord. The third component of coord is ignored for the vec4
+// coord variant.
+//
+// XXX
+vec4 texture2D (sampler2D sampler, vec2 coord, float bias) {
+ return vec4 (0.0);
+}
+vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias) {
+ return texture2D (sampler, vec2 (coord.s / coord.p, coord.t / coord.p), bias);
+}
+vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias) {
+ return texture2D (sampler, vec2 (coord.s / coord.q, coord.s / coord.q), bias);
+}
+
+//
+// Use the texture coordinate coord to do a texture lookup in the 3D texture currently bound
+// to sampler. For the projective ("Proj") versions, the texture coordinate is divided by coord.q.
+//
+// XXX
+vec4 texture3D (sampler3D sampler, vec3 coord, float bias) {
+ return vec4 (0.0);
+}
+vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias) {
+ return texture3DProj (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q),
+ bias);
+}
+
+//
+// Use the texture coordinate coord to do a texture lookup in the cube map texture currently bound
+// to sampler. The direction of coord is used to select which face to do a 2-dimensional texture
+// lookup in, as described in section 3.8.6 in version 1.4 of the OpenGL specification.
+//
+// XXX
+vec4 textureCube (samplerCube sampler, vec3 coord, float bias) {
+ return vec4 (0.0);
+}
+
+//
+// Use texture coordinate coord to do a depth comparison lookup on the depth texture bound
+// to sampler, as described in section 3.8.14 of version 1.4 of the OpenGL specification. The 3rd
+// component of coord (coord.p) is used as the R value. The texture bound to sampler must be a
+// depth texture, or results are undefined. For the projective ("Proj") version of each built-in,
+// the texture coordinate is divide by coord.q, giving a depth value R of coord.p/coord.q. The
+// second component of coord is ignored for the "1D" variants.
+//
+// XXX
+vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias) {
+ return vec4 (0.0);
+}
+// XXX
+vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias) {
+ return vec4 (0.0);
+}
+vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord, float bias) {
+ return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), bias);
+}
+vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias) {
+ return shadow2D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q), bias);
+}
+
+//
+// 8.8 Fragment Processing Functions
+//
+// Fragment processing functions are only available in shaders intended for use on the fragment
+// processor. Derivatives may be computationally expensive and/or numerically unstable. Therefore,
+// an OpenGL implementation may approximate the true derivatives by using a fast but not entirely
+// accurate derivative computation.
+//
+// The expected behavior of a derivative is specified using forward/backward differencing.
+//
+// Forward differencing:
+//
+// F(x+dx) - F(x) ~ dFdx(x) * dx 1a
+// dFdx(x) ~ (F(x+dx) - F(x)) / dx 1b
+//
+// Backward differencing:
+//
+// F(x-dx) - F(x) ~ -dFdx(x) * dx 2a
+// dFdx(x) ~ (F(x) - F(x-dx)) / dx 2b
+//
+// With single-sample rasterization, dx <= 1.0 in equations 1b and 2b. For multi-sample
+// rasterization, dx < 2.0 in equations 1b and 2b.
+//
+// dFdy is approximated similarly, with y replacing x.
+//
+// A GL implementation may use the above or other methods to perform the calculation, subject
+// to the following conditions:
+//
+// 1) The method may use piecewise linear approximations. Such linear approximations imply that
+// higher order derivatives, dFdx(dFdx(x)) and above, are undefined.
+//
+// 2) The method may assume that the function evaluated is continuous. Therefore derivatives within
+// the body of a non-uniform conditional are undefined.
+//
+// 3) The method may differ per fragment, subject to the constraint that the method may vary by
+// window coordinates, not screen coordinates. The invariance requirement described in section
+// 3.1 of the OpenGL 1.4 specification is relaxed for derivative calculations, because
+// the method may be a function of fragment location.
+//
+// Other properties that are desirable, but not required, are:
+//
+// 4) Functions should be evaluated within the interior of a primitive (interpolated, not
+// extrapolated).
+//
+// 5) Functions for dFdx should be evaluated while holding y constant. Functions for dFdy should
+// be evaluated while holding x constant. However, mixed higher order derivatives, like
+// dFdx(dFdy(y)) and dFdy(dFdx(x)) are undefined.
+//
+// In some implementations, varying degrees of derivative accuracy may be obtained by providing
+// GL hints (section 5.6 of the OpenGL 1.4 specification), allowing a user to make an image
+// quality versus speed tradeoff.
+//
+
+//
+// Returns the derivative in x using local differencing for the input argument p.
+//
+// XXX
+float dFdx (float p) {
+ return 0.0;
+}
+// XXX
+vec2 dFdx (vec2 p) {
+ return vec2 (0.0);
+}
+// XXX
+vec3 dFdx (vec3 p) {
+ return vec3 (0.0);
+}
+// XXX
+vec4 dFdx (vec4 p) {
+ return vec4 (0.0);
+}
+
+//
+// Returns the derivative in y using local differencing for the input argument p.
+//
+// These two functions are commonly used to estimate the filter width used to anti-alias procedural
+// textures.We are assuming that the expression is being evaluated in parallel on a SIMD array so
+// that at any given point in time the value of the function is known at the grid points
+// represented by the SIMD array. Local differencing between SIMD array elements can therefore
+// be used to derive dFdx, dFdy, etc.
+//
+// XXX
+float dFdy (float p) {
+ return 0.0;
+}
+// XXX
+vec2 dFdy (vec2 p) {
+ return vec2 (0.0);
+}
+// XXX
+vec3 dFdy (vec3 p) {
+ return vec3 (0.0);
+}
+// XXX
+vec4 dFdy (vec4 p) {
+ return vec4 (0.0);
+}
+
+//
+// Returns the sum of the absolute derivative in x and y using local differencing for the input
+// argument p, i.e.:
+//
+// return = abs (dFdx (p)) + abs (dFdy (p));
+//
+
+float fwidth (float p) {
+ return abs (dFdx (p)) + abs (dFdy (p));
+}
+vec2 fwidth (vec2 p) {
+ return abs (dFdx (p)) + abs (dFdy (p));
+}
+vec3 fwidth (vec3 p) {
+ return abs (dFdx (p)) + abs (dFdy (p));
+}
+vec4 fwidth (vec4 p) {
+ return abs (dFdx (p)) + abs (dFdy (p));
+}
+
diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_fragment_builtin_gc.h b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_fragment_builtin_gc.h
new file mode 100644
index 000000000..85f74bda8
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_fragment_builtin_gc.h
@@ -0,0 +1,366 @@
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"__fixed_input vec4 gl_FragCoord;\n"
+"__fixed_input bool gl_FrontFacing;\n"
+"__fixed_output vec4 gl_FragColor;\n"
+"__fixed_output vec4 gl_FragData[gl_MaxDrawBuffers];\n"
+"__fixed_output float gl_FragDepth;\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"varying vec4 gl_Color;\n"
+"varying vec4 gl_SecondaryColor;\n"
+"varying vec4 gl_TexCoord[];\n"
+"varying float gl_FogFragCoord;\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
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+"\n"
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+"\n"
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+"\n"
+"\n"
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+"\n"
+"\n"
+"\n"
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+"\n"
+"\n"
+"\n"
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+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
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+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"vec4 texture1D (sampler1D sampler, float coord, float bias) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias) {\n"
+" return texture1D (sampler, coord.s / coord.t, bias);\n"
+"}\n"
+"vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias) {\n"
+" return texture1D (sampler, coord.s / coord.q, bias);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"vec4 texture2D (sampler2D sampler, vec2 coord, float bias) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias) {\n"
+" return texture2D (sampler, vec2 (coord.s / coord.p, coord.t / coord.p), bias);\n"
+"}\n"
+"vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias) {\n"
+" return texture2D (sampler, vec2 (coord.s / coord.q, coord.s / coord.q), bias);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"vec4 texture3D (sampler3D sampler, vec3 coord, float bias) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias) {\n"
+" return texture3DProj (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q),\n"
+" bias);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"vec4 textureCube (samplerCube sampler, vec3 coord, float bias) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"\n"
+"vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord, float bias) {\n"
+" return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), bias);\n"
+"}\n"
+"vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias) {\n"
+" return shadow2D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q), bias);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float dFdx (float p) {\n"
+" return 0.0;\n"
+"}\n"
+"\n"
+"vec2 dFdx (vec2 p) {\n"
+" return vec2 (0.0);\n"
+"}\n"
+"\n"
+"vec3 dFdx (vec3 p) {\n"
+" return vec3 (0.0);\n"
+"}\n"
+"\n"
+"vec4 dFdx (vec4 p) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float dFdy (float p) {\n"
+" return 0.0;\n"
+"}\n"
+"\n"
+"vec2 dFdy (vec2 p) {\n"
+" return vec2 (0.0);\n"
+"}\n"
+"\n"
+"vec3 dFdy (vec3 p) {\n"
+" return vec3 (0.0);\n"
+"}\n"
+"\n"
+"vec4 dFdy (vec4 p) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"float fwidth (float p) {\n"
+" return abs (dFdx (p)) + abs (dFdy (p));\n"
+"}\n"
+"vec2 fwidth (vec2 p) {\n"
+" return abs (dFdx (p)) + abs (dFdy (p));\n"
+"}\n"
+"vec3 fwidth (vec3 p) {\n"
+" return abs (dFdx (p)) + abs (dFdy (p));\n"
+"}\n"
+"vec4 fwidth (vec4 p) {\n"
+" return abs (dFdx (p)) + abs (dFdy (p));\n"
+"}\n"
+"\n"
diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_fragment_builtin_gc_bin.h b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_fragment_builtin_gc_bin.h
new file mode 100755
index 000000000..b566c8b33
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_fragment_builtin_gc_bin.h
@@ -0,0 +1,87 @@
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+58,100,70,100,121,0,18,112,0,0,0,0,0,46,0,0,1,0,12,0,102,119,105,100,
+116,104,0,1,0,0,12,112,0,0,0,1,8,58,97,98,115,0,58,100,70,100,120,0,
+18,112,0,0,0,0,0,58,97,98,115,0,58,100,70,100,121,0,18,112,0,0,0,0,
+0,46,0,0,0 \ No newline at end of file
diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_shader.syn b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_shader.syn
new file mode 100644
index 000000000..65d7fe353
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_shader.syn
@@ -0,0 +1,1508 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.2
+ *
+ * Copyright (C) 2004-2005 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+/*
+ * \file slang_shader.syn
+ * slang vertex/fragment shader syntax
+ * \author Michal Krol
+ */
+
+/*
+ * usage:
+ * syn2c slang_shader.syn > slang_shader_syn.h
+ *
+ * when modifying or extending this file, several things must be taken into consideration:
+ * - when adding new operators that were marked as reserved in the initial specification,
+ * one must only uncomment particular lines of code that refer to operators being added;
+ * - when adding new shader target, one must reserve new value for shader_type register and
+ * use it in .if constructs for symbols that are exclusive for that shader;
+ * - some symbols mimic output of other symbols - the best example is the "for" construct:
+ * expression "for (foo(); ; bar())" is seen as "for (foo(); true; bar())" by the output
+ * processor - hence, special care must be taken when rearranging output of essential symbols;
+ * - order of single-quoted tokens does matter in alternatives - so do not parse "<" operator
+ * before "<<" and "<<" before "<<=";
+ * - all double-quoted tokens are internally preprocessed to eliminate problems with parsing
+ * strings that are prefixes of other strings, like "sampler1D" and "sampler1DShadow";
+ */
+
+.syntax translation_unit;
+
+/* revision number - increment after each change affecting emitted output */
+.emtcode REVISION 2
+
+/* external declaration */
+.emtcode EXTERNAL_NULL 0
+.emtcode EXTERNAL_FUNCTION_DEFINITION 1
+.emtcode EXTERNAL_DECLARATION 2
+
+/* declaration */
+.emtcode DECLARATION_FUNCTION_PROTOTYPE 1
+.emtcode DECLARATION_INIT_DECLARATOR_LIST 2
+
+/* function type */
+.emtcode FUNCTION_ORDINARY 0
+.emtcode FUNCTION_CONSTRUCTOR 1
+.emtcode FUNCTION_OPERATOR 2
+
+/* operator type */
+.emtcode OPERATOR_ASSIGN 1
+.emtcode OPERATOR_ADDASSIGN 2
+.emtcode OPERATOR_SUBASSIGN 3
+.emtcode OPERATOR_MULASSIGN 4
+.emtcode OPERATOR_DIVASSIGN 5
+/*.emtcode OPERATOR_MODASSIGN 6*/
+/*.emtcode OPERATOR_LSHASSIGN 7*/
+/*.emtcode OPERATOR_RSHASSIGN 8*/
+/*.emtcode OPERATOR_ORASSIGN 9*/
+/*.emtcode OPERATOR_XORASSIGN 10*/
+/*.emtcode OPERATOR_ANDASSIGN 11*/
+.emtcode OPERATOR_LOGICALXOR 12
+/*.emtcode OPERATOR_BITOR 13*/
+/*.emtcode OPERATOR_BITXOR 14*/
+/*.emtcode OPERATOR_BITAND 15*/
+.emtcode OPERATOR_EQUAL 16
+.emtcode OPERATOR_NOTEQUAL 17
+.emtcode OPERATOR_LESS 18
+.emtcode OPERATOR_GREATER 19
+.emtcode OPERATOR_LESSEQUAL 20
+.emtcode OPERATOR_GREATEREQUAL 21
+/*.emtcode OPERATOR_LSHIFT 22*/
+/*.emtcode OPERATOR_RSHIFT 23*/
+.emtcode OPERATOR_MULTIPLY 24
+.emtcode OPERATOR_DIVIDE 25
+/*.emtcode OPERATOR_MODULUS 26*/
+.emtcode OPERATOR_INCREMENT 27
+.emtcode OPERATOR_DECREMENT 28
+.emtcode OPERATOR_PLUS 29
+.emtcode OPERATOR_MINUS 30
+/*.emtcode OPERATOR_COMPLEMENT 31*/
+.emtcode OPERATOR_NOT 32
+
+/* init declarator list */
+.emtcode DECLARATOR_NONE 0
+.emtcode DECLARATOR_NEXT 1
+
+/* variable declaration */
+.emtcode VARIABLE_NONE 0
+.emtcode VARIABLE_IDENTIFIER 1
+.emtcode VARIABLE_INITIALIZER 2
+.emtcode VARIABLE_ARRAY_EXPLICIT 3
+.emtcode VARIABLE_ARRAY_UNKNOWN 4
+
+/* type qualifier */
+.emtcode TYPE_QUALIFIER_NONE 0
+.emtcode TYPE_QUALIFIER_CONST 1
+.emtcode TYPE_QUALIFIER_ATTRIBUTE 2
+.emtcode TYPE_QUALIFIER_VARYING 3
+.emtcode TYPE_QUALIFIER_UNIFORM 4
+.emtcode TYPE_QUALIFIER_FIXEDOUTPUT 5
+.emtcode TYPE_QUALIFIER_FIXEDINPUT 6
+
+/* type specifier */
+.emtcode TYPE_SPECIFIER_VOID 0
+.emtcode TYPE_SPECIFIER_BOOL 1
+.emtcode TYPE_SPECIFIER_BVEC2 2
+.emtcode TYPE_SPECIFIER_BVEC3 3
+.emtcode TYPE_SPECIFIER_BVEC4 4
+.emtcode TYPE_SPECIFIER_INT 5
+.emtcode TYPE_SPECIFIER_IVEC2 6
+.emtcode TYPE_SPECIFIER_IVEC3 7
+.emtcode TYPE_SPECIFIER_IVEC4 8
+.emtcode TYPE_SPECIFIER_FLOAT 9
+.emtcode TYPE_SPECIFIER_VEC2 10
+.emtcode TYPE_SPECIFIER_VEC3 11
+.emtcode TYPE_SPECIFIER_VEC4 12
+.emtcode TYPE_SPECIFIER_MAT2 13
+.emtcode TYPE_SPECIFIER_MAT3 14
+.emtcode TYPE_SPECIFIER_MAT4 15
+.emtcode TYPE_SPECIFIER_SAMPLER1D 16
+.emtcode TYPE_SPECIFIER_SAMPLER2D 17
+.emtcode TYPE_SPECIFIER_SAMPLER3D 18
+.emtcode TYPE_SPECIFIER_SAMPLERCUBE 19
+.emtcode TYPE_SPECIFIER_SAMPLER1DSHADOW 20
+.emtcode TYPE_SPECIFIER_SAMPLER2DSHADOW 21
+.emtcode TYPE_SPECIFIER_STRUCT 22
+.emtcode TYPE_SPECIFIER_TYPENAME 23
+
+/* structure field */
+.emtcode FIELD_NONE 0
+.emtcode FIELD_NEXT 1
+.emtcode FIELD_ARRAY 2
+
+/* operation */
+.emtcode OP_END 0
+.emtcode OP_BLOCK_BEGIN_NO_NEW_SCOPE 1
+.emtcode OP_BLOCK_BEGIN_NEW_SCOPE 2
+.emtcode OP_DECLARE 3
+.emtcode OP_ASM 4
+.emtcode OP_BREAK 5
+.emtcode OP_CONTINUE 6
+.emtcode OP_DISCARD 7
+.emtcode OP_RETURN 8
+.emtcode OP_EXPRESSION 9
+.emtcode OP_IF 10
+.emtcode OP_WHILE 11
+.emtcode OP_DO 12
+.emtcode OP_FOR 13
+.emtcode OP_PUSH_VOID 14
+.emtcode OP_PUSH_BOOL 15
+.emtcode OP_PUSH_INT 16
+.emtcode OP_PUSH_FLOAT 17
+.emtcode OP_PUSH_IDENTIFIER 18
+.emtcode OP_SEQUENCE 19
+.emtcode OP_ASSIGN 20
+.emtcode OP_ADDASSIGN 21
+.emtcode OP_SUBASSIGN 22
+.emtcode OP_MULASSIGN 23
+.emtcode OP_DIVASSIGN 24
+/*.emtcode OP_MODASSIGN 25*/
+/*.emtcode OP_LSHASSIGN 26*/
+/*.emtcode OP_RSHASSIGN 27*/
+/*.emtcode OP_ORASSIGN 28*/
+/*.emtcode OP_XORASSIGN 29*/
+/*.emtcode OP_ANDASSIGN 30*/
+.emtcode OP_SELECT 31
+.emtcode OP_LOGICALOR 32
+.emtcode OP_LOGICALXOR 33
+.emtcode OP_LOGICALAND 34
+/*.emtcode OP_BITOR 35*/
+/*.emtcode OP_BITXOR 36*/
+/*.emtcode OP_BITAND 37*/
+.emtcode OP_EQUAL 38
+.emtcode OP_NOTEQUAL 39
+.emtcode OP_LESS 40
+.emtcode OP_GREATER 41
+.emtcode OP_LESSEQUAL 42
+.emtcode OP_GREATEREQUAL 43
+/*.emtcode OP_LSHIFT 44*/
+/*.emtcode OP_RSHIFT 45*/
+.emtcode OP_ADD 46
+.emtcode OP_SUBTRACT 47
+.emtcode OP_MULTIPLY 48
+.emtcode OP_DIVIDE 49
+/*.emtcode OP_MODULUS 50*/
+.emtcode OP_PREINCREMENT 51
+.emtcode OP_PREDECREMENT 52
+.emtcode OP_PLUS 53
+.emtcode OP_MINUS 54
+/*.emtcode OP_COMPLEMENT 55*/
+.emtcode OP_NOT 56
+.emtcode OP_SUBSCRIPT 57
+.emtcode OP_CALL 58
+.emtcode OP_FIELD 59
+.emtcode OP_POSTINCREMENT 60
+.emtcode OP_POSTDECREMENT 61
+
+/* parameter qualifier */
+.emtcode PARAM_QUALIFIER_IN 0
+.emtcode PARAM_QUALIFIER_OUT 1
+.emtcode PARAM_QUALIFIER_INOUT 2
+
+/* function parameter */
+.emtcode PARAMETER_NONE 0
+.emtcode PARAMETER_NEXT 1
+
+/* function parameter array presence */
+.emtcode PARAMETER_ARRAY_NOT_PRESENT 0
+.emtcode PARAMETER_ARRAY_PRESENT 1
+
+.errtext INVALID_EXTERNAL_DECLARATION "error 2001: invalid external declaration"
+.errtext INVALID_OPERATOR_OVERRIDE "error 2002: invalid operator override"
+.errtext LBRACE_EXPECTED "error 2003: '{' expected but '$err_token$' found"
+.errtext LPAREN_EXPECTED "error 2004: '(' expected but '$err_token$' found"
+.errtext RPAREN_EXPECTED "error 2005: ')' expected but '$err_token$' found"
+
+/* tells whether the shader that is being parsed is a built-in shader or not */
+/* 0 - normal behaviour */
+/* 1 - accepts constructor and operator definitions and __asm statements */
+/* the implementation will set it to 1 when compiling internal built-in shaders */
+.regbyte parsing_builtin 0
+
+/* holds the type of the shader being parsed; possible values are listed below */
+/* FRAGMENT_SHADER 1 */
+/* VERTEX_SHADER 2 */
+/* shader type is set by the caller before parsing */
+.regbyte shader_type 0
+
+/*
+ <variable_identifier> ::= <identifier>
+*/
+variable_identifier
+ identifier .emit OP_PUSH_IDENTIFIER;
+
+/*
+ <primary_expression> ::= <variable_identifier>
+ | <intconstant>
+ | <floatconstant>
+ | <boolconstant>
+ | "(" <expression> ")"
+*/
+primary_expression
+ floatconstant .or boolconstant .or intconstant .or variable_identifier .or primary_expression_1;
+primary_expression_1
+ lparen .and expression .and rparen;
+
+/*
+ <postfix_expression> ::= <primary_expression>
+ | <postfix_expression> "[" <integer_expression> "]"
+ | <function_call>
+ | <postfix_expression> "." <field_selection>
+ | <postfix_expression> "++"
+ | <postfix_expression> "--"
+*/
+postfix_expression
+ postfix_expression_1 .and .loop postfix_expression_2;
+postfix_expression_1
+ function_call .or primary_expression;
+postfix_expression_2
+ postfix_expression_3 .or postfix_expression_4 .or
+ plusplus .emit OP_POSTINCREMENT .or
+ minusminus .emit OP_POSTDECREMENT;
+postfix_expression_3
+ lbracket .and integer_expression .and rbracket .emit OP_SUBSCRIPT;
+postfix_expression_4
+ dot .and field_selection .emit OP_FIELD;
+
+/*
+ <integer_expression> ::= <expression>
+*/
+integer_expression
+ expression;
+
+/*
+ <function_call> ::= <function_call_generic>
+*/
+function_call
+ function_call_generic .emit OP_CALL .and .true .emit OP_END;
+
+/*
+ <function_call_generic> ::= <function_call_header_with_parameters> ")"
+ | <function_call_header_no_parameters> ")"
+*/
+function_call_generic
+ function_call_generic_1 .or function_call_generic_2;
+function_call_generic_1
+ function_call_header_with_parameters .and rparen .error RPAREN_EXPECTED;
+function_call_generic_2
+ function_call_header_no_parameters .and rparen .error RPAREN_EXPECTED;
+
+/*
+ <function_call_header_no_parameters>::= <function_call_header> "void"
+ | <function_call_header>
+*/
+function_call_header_no_parameters
+ function_call_header .and function_call_header_no_parameters_1;
+function_call_header_no_parameters_1
+ "void" .or .true;
+
+/*
+ <function_call_header_with_parameters>::= <function_call_header> <assignment_expression>
+ | <function_call_header_with_parameters> ","
+ <assignment_expression>
+*/
+function_call_header_with_parameters
+ function_call_header .and assignment_expression .and .true .emit OP_END .and
+ .loop function_call_header_with_parameters_1;
+function_call_header_with_parameters_1
+ comma .and assignment_expression .and .true .emit OP_END;
+
+/*
+ <function_call_header> ::= <function_identifier> "("
+*/
+function_call_header
+ function_identifier .and lparen;
+
+/*
+ <function_identifier> ::= <constructor_identifier>
+ | <identifier>
+
+note: <constructor_identifier> has been deleted
+*/
+function_identifier
+ identifier;
+
+/*
+ <unary_expression> ::= <postfix_expression>
+ | "++" <unary_expression>
+ | "--" <unary_expression>
+ | <unary_operator> <unary_expression>
+
+ <unary_operator> ::= "+"
+ | "-"
+ | "!"
+ | "~" // reserved
+*/
+unary_expression
+ postfix_expression .or unary_expression_1 .or unary_expression_2 .or unary_expression_3 .or
+ unary_expression_4 .or unary_expression_5/* .or unary_expression_6*/;
+unary_expression_1
+ plusplus .and unary_expression .and .true .emit OP_PREINCREMENT;
+unary_expression_2
+ minusminus .and unary_expression .and .true .emit OP_PREDECREMENT;
+unary_expression_3
+ plus .and unary_expression .and .true .emit OP_PLUS;
+unary_expression_4
+ minus .and unary_expression .and .true .emit OP_MINUS;
+unary_expression_5
+ bang .and unary_expression .and .true .emit OP_NOT;
+/*unary_expression_6
+ tilde .and unary_expression .and .true .emit OP_COMPLEMENT;*/
+
+/*
+ <multiplicative_expression> ::= <unary_expression>
+ | <multiplicative_expression> "*" <unary_expression>
+ | <multiplicative_expression> "/" <unary_expression>
+ | <multiplicative_expression> "%" <unary_expression> // reserved
+*/
+multiplicative_expression
+ unary_expression .and .loop multiplicative_expression_1;
+multiplicative_expression_1
+ multiplicative_expression_2 .or multiplicative_expression_3/* .or multiplicative_expression_4*/;
+multiplicative_expression_2
+ star .and unary_expression .and .true .emit OP_MULTIPLY;
+multiplicative_expression_3
+ slash .and unary_expression .and .true .emit OP_DIVIDE;
+/*multiplicative_expression_4
+ percent .and unary_expression .and .true .emit OP_MODULUS;*/
+
+/*
+ <additive_expression> ::= <multiplicative_expression>
+ | <additive_expression> "+" <multiplicative_expression>
+ | <additive_expression> "-" <multiplicative_expression>
+*/
+additive_expression
+ multiplicative_expression .and .loop additive_expression_1;
+additive_expression_1
+ additive_expression_2 .or additive_expression_3;
+additive_expression_2
+ plus .and multiplicative_expression .and .true .emit OP_ADD;
+additive_expression_3
+ minus .and multiplicative_expression .and .true .emit OP_SUBTRACT;
+
+/*
+ <shift_expression> ::= <additive_expression>
+ | <shift_expression> "<<" <additive_expression> // reserved
+ | <shift_expression> ">>" <additive_expression> // reserved
+*/
+shift_expression
+ additive_expression/* .and .loop shift_expression_1*/;
+/*shift_expression_1
+ shift_expression_2 .or shift_expression_3;*/
+/*shift_expression_2
+ lessless .and additive_expression .and .true .emit OP_LSHIFT;*/
+/*shift_expression_3
+ greatergreater .and additive_expression .and .true .emit OP_RSHIFT;*/
+
+/*
+ <relational_expression> ::= <shift_expression>
+ | <relational_expression> "<" <shift_expression>
+ | <relational_expression> ">" <shift_expression>
+ | <relational_expression> "<=" <shift_expression>
+ | <relational_expression> ">=" <shift_expression>
+*/
+relational_expression
+ shift_expression .and .loop relational_expression_1;
+relational_expression_1
+ relational_expression_2 .or relational_expression_3 .or relational_expression_4 .or
+ relational_expression_5;
+relational_expression_2
+ lessequals .and shift_expression .and .true .emit OP_LESSEQUAL;
+relational_expression_3
+ greaterequals .and shift_expression .and .true .emit OP_GREATEREQUAL;
+relational_expression_4
+ less .and shift_expression .and .true .emit OP_LESS;
+relational_expression_5
+ greater .and shift_expression .and .true .emit OP_GREATER;
+
+/*
+ <equality_expression> ::= <relational_expression>
+ | <equality_expression> "==" <relational_expression>
+ | <equality_expression> "!=" <relational_expression>
+*/
+equality_expression
+ relational_expression .and .loop equality_expression_1;
+equality_expression_1
+ equality_expression_2 .or equality_expression_3;
+equality_expression_2
+ equalsequals .and relational_expression .and .true .emit OP_EQUAL;
+equality_expression_3
+ bangequals .and relational_expression .and .true .emit OP_NOTEQUAL;
+
+/*
+ <and_expression> ::= <equality_expression>
+ | <and_expression> "&" <equality_expression> // reserved
+*/
+and_expression
+ equality_expression/* .and .loop and_expression_1*/;
+/*and_expression_1
+ ampersand .and equality_expression .and .true .emit OP_BITAND;*/
+
+/*
+ <exclusive_or_expression> ::= <and_expression>
+ | <exclusive_or_expression> "^" <and_expression> // reserved
+*/
+exclusive_or_expression
+ and_expression/* .and .loop exclusive_or_expression_1*/;
+/*exclusive_or_expression_1
+ caret .and and_expression .and .true .emit OP_BITXOR;*/
+
+/*
+ <inclusive_or_expression> ::= <exclusive_or_expression>
+ | <inclusive_or_expression> "|" <exclusive_or_expression> // reserved
+*/
+inclusive_or_expression
+ exclusive_or_expression/* .and .loop inclusive_or_expression_1*/;
+/*inclusive_or_expression_1
+ bar .and exclusive_or_expression .and .true .emit OP_BITOR;*/
+
+/*
+ <logical_and_expression> ::= <inclusive_or_expression>
+ | <logical_and_expression> "&&" <inclusive_or_expression>
+*/
+logical_and_expression
+ inclusive_or_expression .and .loop logical_and_expression_1;
+logical_and_expression_1
+ ampersandampersand .and inclusive_or_expression .and .true .emit OP_LOGICALAND;
+
+/*
+ <logical_xor_expression> ::= <logical_and_expression>
+ | <logical_xor_expression> "^^" <logical_and_expression>
+*/
+logical_xor_expression
+ logical_and_expression .and .loop logical_xor_expression_1;
+logical_xor_expression_1
+ caretcaret .and logical_and_expression .and .true .emit OP_LOGICALXOR;
+
+/*
+ <logical_or_expression> ::= <logical_xor_expression>
+ | <logical_or_expression> "||" <logical_xor_expression>
+*/
+logical_or_expression
+ logical_xor_expression .and .loop logical_or_expression_1;
+logical_or_expression_1
+ barbar .and logical_xor_expression .and .true .emit OP_LOGICALOR;
+
+/*
+ <conditional_expression> ::= <logical_or_expression>
+ | <logical_or_expression> "?" <expression> ":"
+ <conditional_expression>
+*/
+conditional_expression
+ logical_or_expression .and .loop conditional_expression_1;
+conditional_expression_1
+ question .and expression .and colon .and conditional_expression .and .true .emit OP_SELECT;
+
+/*
+ <assignment_expression> ::= <conditional_expression>
+ | <unary_expression> <assignment_operator>
+ <assignment_expression>
+
+ <assignment_operator> ::= "="
+ | "*="
+ | "/="
+ | "+="
+ | "-="
+ | "%=" // reserved
+ | "<<=" // reserved
+ | ">>=" // reserved
+ | "&=" // reserved
+ | "^=" // reserved
+ | "|=" // reserved
+*/
+assignment_expression
+ assignment_expression_1 .or assignment_expression_2 .or assignment_expression_3 .or
+ assignment_expression_4 .or assignment_expression_5/* .or assignment_expression_6 .or
+ assignment_expression_7 .or assignment_expression_8 .or assignment_expression_9 .or
+ assignment_expression_10 .or assignment_expression_11*/ .or conditional_expression;
+assignment_expression_1
+ unary_expression .and equals .and assignment_expression .and .true .emit OP_ASSIGN;
+assignment_expression_2
+ unary_expression .and starequals .and assignment_expression .and .true .emit OP_MULASSIGN;
+assignment_expression_3
+ unary_expression .and slashequals .and assignment_expression .and .true .emit OP_DIVASSIGN;
+assignment_expression_4
+ unary_expression .and plusequals .and assignment_expression .and .true .emit OP_ADDASSIGN;
+assignment_expression_5
+ unary_expression .and minusequals .and assignment_expression .and .true .emit OP_SUBASSIGN;
+/*assignment_expression_6
+ unary_expression .and percentequals .and assignment_expression .and .true .emit OP_MODASSIGN;*/
+/*assignment_expression_7
+ unary_expression .and lesslessequals .and assignment_expression .and .true .emit OP_LSHASSIGN;*/
+/*assignment_expression_8
+ unary_expression .and greatergreaterequals .and assignment_expression .and
+ .true .emit OP_RSHASSIGN;*/
+/*assignment_expression_9
+ unary_expression .and ampersandequals .and assignment_expression .and .true .emit OP_ANDASSIGN;*/
+/*assignment_expression_10
+ unary_expression .and caretequals .and assignment_expression .and .true .emit OP_XORASSIGN;*/
+/*assignment_expression_11
+ unary_expression .and barequals .and assignment_expression .and .true .emit OP_ORASSIGN;*/
+
+/*
+ <expression> ::= <assignment_expression>
+ | <expression> "," <assignment_expression>
+*/
+expression
+ assignment_expression .and .loop expression_1;
+expression_1
+ comma .and assignment_expression .and .true .emit OP_SEQUENCE;
+
+/*
+ <constant_expression> ::= <conditional_expression>
+*/
+constant_expression
+ conditional_expression .and .true .emit OP_END;
+
+/*
+ <declaration> ::= <function_prototype> ";"
+ | <init_declarator_list> ";"
+*/
+declaration
+ declaration_1 .or declaration_2;
+declaration_1
+ function_prototype .emit DECLARATION_FUNCTION_PROTOTYPE .and semicolon;
+declaration_2
+ init_declarator_list .emit DECLARATION_INIT_DECLARATOR_LIST .and semicolon;
+
+/*
+ <function_prototype> ::= <function_declarator> ")"
+*/
+function_prototype
+ function_declarator .and rparen .error RPAREN_EXPECTED .emit PARAMETER_NONE;
+
+/*
+ <function_declarator> ::= <function_header>
+ | <function_header_with_parameters>
+*/
+function_declarator
+ function_header_with_parameters .or function_header;
+
+/*
+ <function_header_with_parameters> ::= <function_header> <parameter_declaration>
+ | <function_header_with_parameters> ","
+ <parameter_declaration>
+*/
+function_header_with_parameters
+ function_header .and parameter_declaration .and .loop function_header_with_parameters_1;
+function_header_with_parameters_1
+ comma .and parameter_declaration;
+
+/*
+ <function_header> ::= <fully_specified_type> <identifier> "("
+*/
+function_header
+ function_header_nospace .or function_header_space;
+function_header_space
+ fully_specified_type_space .and space .and function_decl_identifier .and lparen;
+function_header_nospace
+ fully_specified_type_nospace .and function_decl_identifier .and lparen;
+
+/*
+ <function_decl_identifier> ::= "__constructor"
+ | <__operator>
+ | <identifier>
+
+note: this is an extension to the standard language specification - normally slang disallows
+ operator and constructor prototypes and definitions
+*/
+function_decl_identifier
+ .if (parsing_builtin != 0) __operator .emit FUNCTION_OPERATOR .or
+ .if (parsing_builtin != 0) "__constructor" .emit FUNCTION_CONSTRUCTOR .or
+ identifier .emit FUNCTION_ORDINARY;
+
+/*
+ <__operator> ::= "__operator" <overriden_op>
+
+note: this is an extension to the standard language specification - normally slang disallows
+ operator prototypes and definitions
+*/
+__operator
+ "__operator" .and overriden_operator .error INVALID_OPERATOR_OVERRIDE;
+
+/*
+ <overriden_op> ::= "="
+ | "+="
+ | "-="
+ | "*="
+ | "/="
+ | "%=" // reserved
+ | "<<=" // reserved
+ | ">>=" // reserved
+ | "&=" // reserved
+ | "^=" // reserved
+ | "|=" // reserved
+ | "^^"
+ | "|" // reserved
+ | "^" // reserved
+ | "&" // reserved
+ | "=="
+ | "!="
+ | "<"
+ | ">"
+ | "<="
+ | ">="
+ | "<<" // reserved
+ | ">>" // reserved
+ | "*"
+ | "/"
+ | "%" // reserved
+ | "++"
+ | "--"
+ | "+"
+ | "-"
+ | "~" // reserved
+ | "!"
+
+note: this is an extension to the standard language specification - normally slang disallows
+ operator prototypes and definitions
+*/
+overriden_operator
+ plusplus .emit OPERATOR_INCREMENT .or
+ plusequals .emit OPERATOR_ADDASSIGN .or
+ plus .emit OPERATOR_PLUS .or
+ minusminus .emit OPERATOR_DECREMENT .or
+ minusequals .emit OPERATOR_SUBASSIGN .or
+ minus .emit OPERATOR_MINUS .or
+ bangequals .emit OPERATOR_NOTEQUAL .or
+ bang .emit OPERATOR_NOT .or
+ starequals .emit OPERATOR_MULASSIGN .or
+ star .emit OPERATOR_MULTIPLY .or
+ slashequals .emit OPERATOR_DIVASSIGN .or
+ slash .emit OPERATOR_DIVIDE .or
+ lessequals .emit OPERATOR_LESSEQUAL .or
+ /*lesslessequals .emit OPERATOR_LSHASSIGN .or*/
+ /*lessless .emit OPERATOR_LSHIFT .or*/
+ less .emit OPERATOR_LESS .or
+ greaterequals .emit OPERATOR_GREATEREQUAL .or
+ /*greatergreaterequals .emit OPERATOR_RSHASSIGN .or*/
+ /*greatergreater .emit OPERATOR_RSHIFT .or*/
+ greater .emit OPERATOR_GREATER .or
+ equalsequals .emit OPERATOR_EQUAL .or
+ equals .emit OPERATOR_ASSIGN .or
+ /*percentequals .emit OPERATOR_MODASSIGN .or*/
+ /*percent .emit OPERATOR_MODULUS .or*/
+ /*ampersandequals .emit OPERATOR_ANDASSIGN */
+ /*ampersand .emit OPERATOR_BITAND .or*/
+ /*barequals .emit OPERATOR_ORASSIGN .or*/
+ /*bar .emit OPERATOR_BITOR .or*/
+ /*tilde .emit OPERATOR_COMPLEMENT .or*/
+ /*caretequals .emit OPERATOR_XORASSIGN .or*/
+ caretcaret .emit OPERATOR_LOGICALXOR /*.or
+ caret .emit OPERATOR_BITXOR*/;
+
+/*
+ <parameter_declarator> ::= <type_specifier> <identifier>
+ | <type_specifier> <identifier> "[" <constant_expression>
+ "]"
+*/
+parameter_declarator
+ parameter_declarator_nospace .or parameter_declarator_space;
+parameter_declarator_nospace
+ type_specifier_nospace .and identifier .and parameter_declarator_1;
+parameter_declarator_space
+ type_specifier_space .and space .and identifier .and parameter_declarator_1;
+parameter_declarator_1
+ parameter_declarator_2 .emit PARAMETER_ARRAY_PRESENT .or
+ .true .emit PARAMETER_ARRAY_NOT_PRESENT;
+parameter_declarator_2
+ lbracket .and constant_expression .and rbracket;
+
+/*
+ <parameter_declaration> ::= <type_qualifier> <parameter_qualifier>
+ <parameter_declarator>
+ | <type_qualifier> <parameter_qualifier>
+ <parameter_type_specifier>
+ | <parameter_qualifier> <parameter_declarator>
+ | <parameter_qualifier> <parameter_type_specifier>
+*/
+parameter_declaration
+ parameter_declaration_1 .emit PARAMETER_NEXT;
+parameter_declaration_1
+ parameter_declaration_2 .or parameter_declaration_3;
+parameter_declaration_2
+ type_qualifier .and space .and parameter_qualifier .and parameter_declaration_4;
+parameter_declaration_3
+ parameter_qualifier .emit TYPE_QUALIFIER_NONE .and parameter_declaration_4;
+parameter_declaration_4
+ parameter_declarator .or parameter_type_specifier;
+
+/*
+ <parameter_qualifier> ::= "in"
+ | "out"
+ | "inout"
+ | ""
+*/
+parameter_qualifier
+ parameter_qualifier_1 .or .true .emit PARAM_QUALIFIER_IN;
+parameter_qualifier_1
+ parameter_qualifier_2 .and space;
+parameter_qualifier_2
+ "in" .emit PARAM_QUALIFIER_IN .or
+ "out" .emit PARAM_QUALIFIER_OUT .or
+ "inout" .emit PARAM_QUALIFIER_INOUT;
+
+/*
+ <parameter_type_specifier> ::= <type_specifier>
+ | <type_specifier> "[" <constant_expression> "]"
+*/
+parameter_type_specifier
+ parameter_type_specifier_1 .and .true .emit '\0' .and parameter_type_specifier_2;
+parameter_type_specifier_1
+ type_specifier_nospace .or type_specifier_space;
+parameter_type_specifier_2
+ parameter_type_specifier_3 .emit PARAMETER_ARRAY_PRESENT .or
+ .true .emit PARAMETER_ARRAY_NOT_PRESENT;
+parameter_type_specifier_3
+ lbracket .and constant_expression .and rbracket;
+
+/*
+ <init_declarator_list> ::= <single_declaration>
+ | <init_declarator_list> "," <identifier>
+ | <init_declarator_list> "," <identifier> "[" "]"
+ | <init_declarator_list> "," <identifier> "["
+ <constant_expression> "]"
+ | <init_declarator_list> "," <identifier> "="
+ <initializer>
+*/
+init_declarator_list
+ single_declaration .and .loop init_declarator_list_1 .emit DECLARATOR_NEXT .and
+ .true .emit DECLARATOR_NONE;
+init_declarator_list_1
+ comma .and identifier .emit VARIABLE_IDENTIFIER .and init_declarator_list_2;
+init_declarator_list_2
+ init_declarator_list_3 .or init_declarator_list_4 .or .true .emit VARIABLE_NONE;
+init_declarator_list_3
+ equals .and initializer .emit VARIABLE_INITIALIZER;
+init_declarator_list_4
+ lbracket .and init_declarator_list_5 .and rbracket;
+init_declarator_list_5
+ constant_expression .emit VARIABLE_ARRAY_EXPLICIT .or .true .emit VARIABLE_ARRAY_UNKNOWN;
+
+/*
+ <single_declaration> ::= <fully_specified_type>
+ | <fully_specified_type> <identifier>
+ | <fully_specified_type> <identifier> "[" "]"
+ | <fully_specified_type> <identifier> "["
+ <constant_expression> "]"
+ | <fully_specified_type> <identifier> "=" <initializer>
+*/
+single_declaration
+ single_declaration_nospace .or single_declaration_space;
+single_declaration_space
+ fully_specified_type_space .and single_declaration_space_1;
+single_declaration_nospace
+ fully_specified_type_nospace .and single_declaration_nospace_1;
+single_declaration_space_1
+ single_declaration_space_2 .emit VARIABLE_IDENTIFIER .or .true .emit VARIABLE_NONE;
+single_declaration_nospace_1
+ single_declaration_nospace_2 .emit VARIABLE_IDENTIFIER .or .true .emit VARIABLE_NONE;
+single_declaration_space_2
+ space .and identifier .and single_declaration_3;
+single_declaration_nospace_2
+ identifier .and single_declaration_3;
+single_declaration_3
+ single_declaration_4 .or single_declaration_5 .or .true .emit VARIABLE_NONE;
+single_declaration_4
+ equals .and initializer .emit VARIABLE_INITIALIZER;
+single_declaration_5
+ lbracket .and single_declaration_6 .and rbracket;
+single_declaration_6
+ constant_expression .emit VARIABLE_ARRAY_EXPLICIT .or .true .emit VARIABLE_ARRAY_UNKNOWN;
+
+/*
+ <fully_specified_type> ::= <type_specifier>
+ | <type_qualifier> <type_specifier>
+*/
+fully_specified_type_space
+ fully_specified_type_1 .and type_specifier_space;
+fully_specified_type_nospace
+ fully_specified_type_1 .and type_specifier_nospace;
+fully_specified_type_1
+ fully_specified_type_2 .or .true .emit TYPE_QUALIFIER_NONE;
+fully_specified_type_2
+ type_qualifier .and space;
+
+/*
+ <type_qualifier> ::= "const"
+ | "attribute" // Vertex only.
+ | "varying"
+ | "uniform"
+ | "__fixed_output"
+ | "__fixed_input"
+
+note: this is an extension to the standard language specification - normally slang disallows
+ __fixed_output and __fixed_input type qualifiers
+*/
+type_qualifier
+ "const" .emit TYPE_QUALIFIER_CONST .or
+ .if (shader_type == 2) "attribute" .emit TYPE_QUALIFIER_ATTRIBUTE .or
+ "varying" .emit TYPE_QUALIFIER_VARYING .or
+ "uniform" .emit TYPE_QUALIFIER_UNIFORM .or
+ .if (parsing_builtin != 0) "__fixed_output" .emit TYPE_QUALIFIER_FIXEDOUTPUT .or
+ .if (parsing_builtin != 0) "__fixed_input" .emit TYPE_QUALIFIER_FIXEDINPUT;
+
+/*
+ <type_specifier> ::= "void"
+ | "float"
+ | "int"
+ | "bool"
+ | "vec2"
+ | "vec3"
+ | "vec4"
+ | "bvec2"
+ | "bvec3"
+ | "bvec4"
+ | "ivec2"
+ | "ivec3"
+ | "ivec4"
+ | "mat2"
+ | "mat3"
+ | "mat4"
+ | "sampler1D"
+ | "sampler2D"
+ | "sampler3D"
+ | "samplerCube"
+ | "sampler1DShadow"
+ | "sampler2DShadow"
+ | <struct_specifier>
+ | <type_name>
+*/
+type_specifier_space
+ "void" .emit TYPE_SPECIFIER_VOID .or
+ "float" .emit TYPE_SPECIFIER_FLOAT .or
+ "int" .emit TYPE_SPECIFIER_INT .or
+ "bool" .emit TYPE_SPECIFIER_BOOL .or
+ "vec2" .emit TYPE_SPECIFIER_VEC2 .or
+ "vec3" .emit TYPE_SPECIFIER_VEC3 .or
+ "vec4" .emit TYPE_SPECIFIER_VEC4 .or
+ "bvec2" .emit TYPE_SPECIFIER_BVEC2 .or
+ "bvec3" .emit TYPE_SPECIFIER_BVEC3 .or
+ "bvec4" .emit TYPE_SPECIFIER_BVEC4 .or
+ "ivec2" .emit TYPE_SPECIFIER_IVEC2 .or
+ "ivec3" .emit TYPE_SPECIFIER_IVEC3 .or
+ "ivec4" .emit TYPE_SPECIFIER_IVEC4 .or
+ "mat2" .emit TYPE_SPECIFIER_MAT2 .or
+ "mat3" .emit TYPE_SPECIFIER_MAT3 .or
+ "mat4" .emit TYPE_SPECIFIER_MAT4 .or
+ "sampler1D" .emit TYPE_SPECIFIER_SAMPLER1D .or
+ "sampler2D" .emit TYPE_SPECIFIER_SAMPLER2D .or
+ "sampler3D" .emit TYPE_SPECIFIER_SAMPLER3D .or
+ "samplerCube" .emit TYPE_SPECIFIER_SAMPLERCUBE .or
+ "sampler1DShadow" .emit TYPE_SPECIFIER_SAMPLER1DSHADOW .or
+ "sampler2DShadow" .emit TYPE_SPECIFIER_SAMPLER2DSHADOW .or
+ type_name .emit TYPE_SPECIFIER_TYPENAME;
+type_specifier_nospace
+ struct_specifier .emit TYPE_SPECIFIER_STRUCT;
+
+/*
+ <struct_specifier> ::= "struct" <identifier> "{" <struct_declaration_list> "}"
+ | "struct" "{" <struct_declaration_list> "}"
+*/
+struct_specifier
+ "struct" .and struct_specifier_1 .and optional_space .and lbrace .error LBRACE_EXPECTED .and
+ struct_declaration_list .and rbrace .emit FIELD_NONE;
+struct_specifier_1
+ struct_specifier_2 .or .true .emit '\0';
+struct_specifier_2
+ space .and identifier;
+
+/*
+ <struct_declaration_list> ::= <struct_declaration>
+ | <struct_declaration_list> <struct_declaration>
+*/
+struct_declaration_list
+ struct_declaration .and .loop struct_declaration .emit FIELD_NEXT;
+
+/*
+ <struct_declaration> ::= <type_specifier> <struct_declarator_list> ";"
+*/
+struct_declaration
+ struct_declaration_nospace .or struct_declaration_space;
+struct_declaration_space
+ type_specifier_space .and space .and struct_declarator_list .and semicolon .emit FIELD_NONE;
+struct_declaration_nospace
+ type_specifier_nospace .and struct_declarator_list .and semicolon .emit FIELD_NONE;
+
+/*
+ <struct_declarator_list> ::= <struct_declarator>
+ | <struct_declarator_list> "," <struct_declarator>
+*/
+struct_declarator_list
+ struct_declarator .and .loop struct_declarator_list_1 .emit FIELD_NEXT;
+struct_declarator_list_1
+ comma .and struct_declarator;
+
+/*
+ <struct_declarator> ::= <identifier>
+ | <identifier> "[" <constant_expression> "]"
+*/
+struct_declarator
+ identifier .and struct_declarator_1;
+struct_declarator_1
+ struct_declarator_2 .emit FIELD_ARRAY .or .true .emit FIELD_NONE;
+struct_declarator_2
+ lbracket .and constant_expression .and rbracket;
+
+/*
+ <initializer> ::= <assignment_expression>
+*/
+initializer
+ assignment_expression .and .true .emit OP_END;
+
+/*
+ <declaration_statement> ::= <declaration>
+*/
+declaration_statement
+ declaration;
+
+/*
+ <statement> ::= <compound_statement>
+ | <simple_statement>
+*/
+statement
+ compound_statement .or simple_statement;
+statement_space
+ compound_statement .or statement_space_1;
+statement_space_1
+ space .and simple_statement;
+
+/*
+ <simple_statement> ::= <__asm_statement>
+ | <selection_statement>
+ | <iteration_statement>
+ | <jump_statement>
+ | <expression_statement>
+ | <declaration_statement>
+
+note: this is an extension to the standard language specification - normally slang disallows
+ use of __asm statements
+*/
+simple_statement
+ .if (parsing_builtin != 0) __asm_statement .emit OP_ASM .or
+ selection_statement .or
+ iteration_statement .or
+ jump_statement .or
+ expression_statement .emit OP_EXPRESSION .or
+ declaration_statement .emit OP_DECLARE;
+
+/*
+ <compound_statement> ::= "{" "}"
+ | "{" <statement_list> "}"
+*/
+compound_statement
+ compound_statement_1 .emit OP_BLOCK_BEGIN_NEW_SCOPE .and .true .emit OP_END;
+compound_statement_1
+ compound_statement_2 .or compound_statement_3;
+compound_statement_2
+ lbrace .and rbrace;
+compound_statement_3
+ lbrace .and statement_list .and rbrace;
+
+/*
+ <statement_no_new_scope> ::= <compound_statement_no_new_scope>
+ | <simple_statement>
+*/
+statement_no_new_scope
+ compound_statement_no_new_scope .or simple_statement;
+
+/*
+ <compound_statement_no_new_scope> ::= "{" "}"
+ | "{" <statement_list> "}"
+*/
+compound_statement_no_new_scope
+ compound_statement_no_new_scope_1 .emit OP_BLOCK_BEGIN_NO_NEW_SCOPE .and .true .emit OP_END;
+compound_statement_no_new_scope_1
+ compound_statement_no_new_scope_2 .or compound_statement_no_new_scope_3;
+compound_statement_no_new_scope_2
+ lbrace .and rbrace;
+compound_statement_no_new_scope_3
+ lbrace .and statement_list .and rbrace;
+
+/*
+ <statement_list> ::= <statement>
+ | <statement_list> <statement>
+*/
+statement_list
+ statement .and .loop statement;
+
+/*
+ <expression_statement> ::= ";"
+ | <expression> ";"
+*/
+expression_statement
+ expression_statement_1 .or expression_statement_2;
+expression_statement_1
+ semicolon .emit OP_PUSH_VOID .emit OP_END;
+expression_statement_2
+ expression .and semicolon .emit OP_END;
+
+/*
+ <selection_statement> ::= "if" "(" <expression> ")" <selection_rest_statement>
+*/
+selection_statement
+ "if" .emit OP_IF .and lparen .error LPAREN_EXPECTED .and expression .and
+ rparen .error RPAREN_EXPECTED .emit OP_END .and selection_rest_statement;
+
+/*
+ <selection_rest_statement> ::= <statement> "else" <statement>
+ | <statement>
+*/
+selection_rest_statement
+ statement .and selection_rest_statement_1;
+selection_rest_statement_1
+ selection_rest_statement_2 .or .true .emit OP_EXPRESSION .emit OP_PUSH_VOID .emit OP_END;
+selection_rest_statement_2
+ "else" .and optional_space .and statement;
+
+/*
+ <condition> ::= <expression>
+ | <fully_specified_type> <identifier> "=" <initializer>
+
+note: if <condition_1> is executed, the emit format must match <declaration> emit format
+*/
+condition
+ condition_1 .emit OP_DECLARE .emit DECLARATION_INIT_DECLARATOR_LIST .or
+ condition_3 .emit OP_EXPRESSION;
+condition_1
+ condition_1_nospace .or condition_1_space;
+condition_1_nospace
+ fully_specified_type_nospace .and condition_2;
+condition_1_space
+ fully_specified_type_space .and space .and condition_2;
+condition_2
+ identifier .emit VARIABLE_IDENTIFIER .and equals .emit VARIABLE_INITIALIZER .and
+ initializer .and .true .emit DECLARATOR_NONE;
+condition_3
+ expression .and .true .emit OP_END;
+
+/*
+ <iteration_statement> ::= "while" "(" <condition> ")" <statement_no_new_scope>
+ | "do" <statement> "while" "(" <expression> ")" ";"
+ | "for" "(" <for_init_statement> <for_rest_statement> ")"
+ <statement_no_new_scope>
+*/
+iteration_statement
+ iteration_statement_1 .or iteration_statement_2 .or iteration_statement_3;
+iteration_statement_1
+ "while" .emit OP_WHILE .and lparen .error LPAREN_EXPECTED .and condition .and
+ rparen .error RPAREN_EXPECTED .and statement_no_new_scope;
+iteration_statement_2
+ "do" .emit OP_DO .and statement_space .and "while" .and lparen .error LPAREN_EXPECTED .and
+ expression .and rparen .error RPAREN_EXPECTED .emit OP_END .and semicolon;
+iteration_statement_3
+ "for" .emit OP_FOR .and lparen .error LPAREN_EXPECTED .and for_init_statement .and
+ for_rest_statement .and rparen .error RPAREN_EXPECTED .and statement_no_new_scope;
+
+/*
+ <for_init_statement> ::= <expression_statement>
+ | <declaration_statement>
+*/
+for_init_statement
+ expression_statement .emit OP_EXPRESSION .or declaration_statement .emit OP_DECLARE;
+
+/*
+ <conditionopt> ::= <condition>
+ | ""
+
+note: <conditionopt> is used only by "for" statement - if <condition> is ommitted, parser
+ simulates default behaviour, that is simulates "true" expression
+*/
+conditionopt
+ condition .or
+ .true .emit OP_EXPRESSION .emit OP_PUSH_BOOL .emit 2 .emit '1' .emit '\0' .emit OP_END;
+
+/*
+ <for_rest_statement> ::= <conditionopt> ";"
+ | <conditionopt> ";" <expression>
+*/
+for_rest_statement
+ conditionopt .and semicolon .and for_rest_statement_1;
+for_rest_statement_1
+ for_rest_statement_2 .or .true .emit OP_PUSH_VOID .emit OP_END;
+for_rest_statement_2
+ expression .and .true .emit OP_END;
+
+/*
+ <jump_statement> ::= "continue" ";"
+ | "break" ";"
+ | "return" ";"
+ | "return" <expression> ";"
+ | "discard" ";" // Fragment shader only.
+*/
+jump_statement
+ jump_statement_1 .or jump_statement_2 .or jump_statement_3 .or jump_statement_4 .or
+ .if (shader_type == 1) jump_statement_5;
+jump_statement_1
+ "continue" .and semicolon .emit OP_CONTINUE;
+jump_statement_2
+ "break" .and semicolon .emit OP_BREAK;
+jump_statement_3
+ "return" .emit OP_RETURN .and optional_space .and expression .and semicolon .emit OP_END;
+jump_statement_4
+ "return" .emit OP_RETURN .and semicolon .emit OP_PUSH_VOID .emit OP_END;
+jump_statement_5
+ "discard" .and semicolon .emit OP_DISCARD;
+
+/*
+ <__asm_statement> ::= "__asm" <identifier> <asm_arguments> ";"
+
+note: this is an extension to the standard language specification - normally slang disallows
+ __asm statements
+*/
+__asm_statement
+ "__asm" .and space .and identifier .and space .and asm_arguments .and semicolon .emit OP_END;
+
+/*
+ <asm_arguments> ::= <identifier>
+ | <asm_arguments> "," <identifier>
+
+note: this is an extension to the standard language specification - normally slang disallows
+ __asm statements
+*/
+asm_arguments
+ variable_identifier .and .true .emit OP_END .and .loop asm_arguments_1;
+asm_arguments_1
+ comma .and variable_identifier .and .true .emit OP_END;
+
+/*
+ <translation_unit> ::= <external_declaration>
+ | <translation_unit> <external_declaration>
+*/
+translation_unit
+ optional_space .emit REVISION .and external_declaration .error INVALID_EXTERNAL_DECLARATION .and
+ .loop external_declaration .and optional_space .and
+ '\0' .error INVALID_EXTERNAL_DECLARATION .emit EXTERNAL_NULL;
+
+/*
+ <external_declaration> ::= <function_definition>
+ | <declaration>
+*/
+external_declaration
+ function_definition .emit EXTERNAL_FUNCTION_DEFINITION .or
+ declaration .emit EXTERNAL_DECLARATION;
+
+/*
+ <function_definition> :: <function_prototype> <compound_statement_no_new_scope>
+*/
+function_definition
+ function_prototype .and compound_statement_no_new_scope;
+
+/* helper rulez, not part of the official language syntax */
+
+digit_oct
+ '0'-'7';
+
+digit_dec
+ '0'-'9';
+
+digit_hex
+ '0'-'9' .or 'A'-'F' .or 'a'-'f';
+
+id_character_first
+ 'a'-'z' .or 'A'-'Z' .or '_';
+
+id_character_next
+ id_character_first .or digit_dec;
+
+identifier
+ id_character_first .emit * .and .loop id_character_next .emit * .and .true .emit '\0';
+
+float
+ float_1 .or float_2;
+float_1
+ float_fractional_constant .and float_optional_exponent_part;
+float_2
+ float_digit_sequence .and .true .emit '\0' .and float_exponent_part;
+
+float_fractional_constant
+ float_fractional_constant_1 .or float_fractional_constant_2 .or float_fractional_constant_3;
+float_fractional_constant_1
+ float_digit_sequence .and '.' .and float_digit_sequence;
+float_fractional_constant_2
+ float_digit_sequence .and '.' .and .true .emit '\0';
+float_fractional_constant_3
+ '.' .emit '\0' .and float_digit_sequence;
+
+float_optional_exponent_part
+ float_exponent_part .or .true .emit '\0';
+
+float_digit_sequence
+ digit_dec .emit * .and .loop digit_dec .emit * .and .true .emit '\0';
+
+float_exponent_part
+ float_exponent_part_1 .or float_exponent_part_2;
+float_exponent_part_1
+ 'e' .and float_optional_sign .and float_digit_sequence;
+float_exponent_part_2
+ 'E' .and float_optional_sign .and float_digit_sequence;
+
+float_optional_sign
+ float_sign .or .true;
+
+float_sign
+ '+' .or '-' .emit '-';
+
+integer
+ integer_hex .or integer_oct .or integer_dec;
+
+integer_hex
+ '0' .and integer_hex_1 .emit 0x10 .and digit_hex .emit * .and .loop digit_hex .emit * .and
+ .true .emit '\0';
+integer_hex_1
+ 'x' .or 'X';
+
+integer_oct
+ '0' .emit 8 .emit * .and .loop digit_oct .emit * .and .true .emit '\0';
+
+integer_dec
+ digit_dec .emit 10 .emit * .and .loop digit_dec .emit * .and .true .emit '\0';
+
+boolean
+ "true" .emit 2 .emit '1' .emit '\0' .or
+ "false" .emit 2 .emit '0' .emit '\0';
+
+type_name
+ identifier;
+
+field_selection
+ identifier;
+
+floatconstant
+ float .emit OP_PUSH_FLOAT;
+
+intconstant
+ integer .emit OP_PUSH_INT;
+
+boolconstant
+ boolean .emit OP_PUSH_BOOL;
+
+optional_space
+ .loop single_space;
+
+space
+ single_space .and .loop single_space;
+
+single_space
+ white_char .or c_style_comment_block .or cpp_style_comment_block;
+
+white_char
+ ' ' .or '\t' .or new_line .or '\v' .or '\f';
+
+new_line
+ cr_lf .or lf_cr .or '\n' .or '\r';
+
+cr_lf
+ '\r' .and '\n';
+
+lf_cr
+ '\n' .and '\r';
+
+c_style_comment_block
+ '/' .and '*' .and c_style_comment_rest;
+
+c_style_comment_rest
+ .loop c_style_comment_char_no_star .and c_style_comment_rest_1;
+c_style_comment_rest_1
+ c_style_comment_end .or c_style_comment_rest_2;
+c_style_comment_rest_2
+ '*' .and c_style_comment_rest;
+
+c_style_comment_char_no_star
+ '\x2B'-'\xFF' .or '\x01'-'\x29';
+
+c_style_comment_end
+ '*' .and '/';
+
+cpp_style_comment_block
+ '/' .and '/' .and cpp_style_comment_block_1;
+cpp_style_comment_block_1
+ cpp_style_comment_block_2 .or cpp_style_comment_block_3;
+cpp_style_comment_block_2
+ .loop cpp_style_comment_char .and new_line;
+cpp_style_comment_block_3
+ .loop cpp_style_comment_char;
+
+cpp_style_comment_char
+ '\x0E'-'\xFF' .or '\x01'-'\x09' .or '\x0B'-'\x0C';
+
+/* lexical rulez */
+
+/*ampersand
+ optional_space .and '&' .and optional_space;*/
+
+ampersandampersand
+ optional_space .and '&' .and '&' .and optional_space;
+
+/*ampersandequals
+ optional_space .and '&' .and '=' .and optional_space;*/
+
+/*bar
+ optional_space .and '|' .and optional_space;*/
+
+barbar
+ optional_space .and '|' .and '|' .and optional_space;
+
+/*barequals
+ optional_space .and '|' .and '=' .and optional_space;*/
+
+bang
+ optional_space .and '!' .and optional_space;
+
+bangequals
+ optional_space .and '!' .and '=' .and optional_space;
+
+/*caret
+ optional_space .and '^' .and optional_space;*/
+
+caretcaret
+ optional_space .and '^' .and '^' .and optional_space;
+
+/*caretequals
+ optional_space .and '^' .and '=' .and optional_space;*/
+
+colon
+ optional_space .and ':' .and optional_space;
+
+comma
+ optional_space .and ',' .and optional_space;
+
+dot
+ optional_space .and '.' .and optional_space;
+
+equals
+ optional_space .and '=' .and optional_space;
+
+equalsequals
+ optional_space .and '=' .and '=' .and optional_space;
+
+greater
+ optional_space .and '>' .and optional_space;
+
+greaterequals
+ optional_space .and '>' .and '=' .and optional_space;
+
+/*greatergreater
+ optional_space .and '>' .and '>' .and optional_space;*/
+
+/*greatergreaterequals
+ optional_space .and '>' .and '>' .and '=' .and optional_space;*/
+
+lbrace
+ optional_space .and '{' .and optional_space;
+
+lbracket
+ optional_space .and '[' .and optional_space;
+
+less
+ optional_space .and '<' .and optional_space;
+
+lessequals
+ optional_space .and '<' .and '=' .and optional_space;
+
+/*lessless
+ optional_space .and '<' .and '<' .and optional_space;*/
+
+/*lesslessequals
+ optional_space .and '<' .and '<' .and '=' .and optional_space;*/
+
+lparen
+ optional_space .and '(' .and optional_space;
+
+minus
+ optional_space .and '-' .and optional_space;
+
+minusequals
+ optional_space .and '-' .and '=' .and optional_space;
+
+minusminus
+ optional_space .and '-' .and '-' .and optional_space;
+
+/*percent
+ optional_space .and '%' .and optional_space;*/
+
+/*percentequals
+ optional_space .and '%' .and '=' .and optional_space;*/
+
+plus
+ optional_space .and '+' .and optional_space;
+
+plusequals
+ optional_space .and '+' .and '=' .and optional_space;
+
+plusplus
+ optional_space .and '+' .and '+' .and optional_space;
+
+question
+ optional_space .and '?' .and optional_space;
+
+rbrace
+ optional_space .and '}' .and optional_space;
+
+rbracket
+ optional_space .and ']' .and optional_space;
+
+rparen
+ optional_space .and ')' .and optional_space;
+
+semicolon
+ optional_space .and ';' .and optional_space;
+
+slash
+ optional_space .and '/' .and optional_space;
+
+slashequals
+ optional_space .and '/' .and '=' .and optional_space;
+
+star
+ optional_space .and '*' .and optional_space;
+
+starequals
+ optional_space .and '*' .and '=' .and optional_space;
+
+/*tilde
+ optional_space .and '~' .and optional_space;*/
+
+/* string rulez - these are used internally by the parser when parsing quoted strings */
+
+.string string_lexer;
+
+string_lexer
+ lex_first_identifier_character .and .loop lex_next_identifier_character;
+
+lex_first_identifier_character
+ 'a'-'z' .or 'A'-'Z' .or '_';
+
+lex_next_identifier_character
+ 'a'-'z' .or 'A'-'Z' .or '0'-'9' .or '_';
+
+/* error rulez - these are used by error messages */
+
+err_token
+ '~' .or '`' .or '!' .or '@' .or '#' .or '$' .or '%' .or '^' .or '&' .or '*' .or '(' .or ')' .or
+ '-' .or '+' .or '=' .or '|' .or '\\' .or '[' .or ']' .or '{' .or '}' .or ':' .or ';' .or '"' .or
+ '\'' .or '<' .or ',' .or '>' .or '.' .or '/' .or '?' .or err_identifier;
+
+err_identifier
+ id_character_first .and .loop id_character_next;
+
diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_shader_syn.h b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_shader_syn.h
new file mode 100644
index 000000000..4645e1419
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_shader_syn.h
@@ -0,0 +1,758 @@
+".syntax translation_unit;\n"
+".emtcode REVISION 2\n"
+".emtcode EXTERNAL_NULL 0\n"
+".emtcode EXTERNAL_FUNCTION_DEFINITION 1\n"
+".emtcode EXTERNAL_DECLARATION 2\n"
+".emtcode DECLARATION_FUNCTION_PROTOTYPE 1\n"
+".emtcode DECLARATION_INIT_DECLARATOR_LIST 2\n"
+".emtcode FUNCTION_ORDINARY 0\n"
+".emtcode FUNCTION_CONSTRUCTOR 1\n"
+".emtcode FUNCTION_OPERATOR 2\n"
+".emtcode OPERATOR_ASSIGN 1\n"
+".emtcode OPERATOR_ADDASSIGN 2\n"
+".emtcode OPERATOR_SUBASSIGN 3\n"
+".emtcode OPERATOR_MULASSIGN 4\n"
+".emtcode OPERATOR_DIVASSIGN 5\n"
+".emtcode OPERATOR_LOGICALXOR 12\n"
+".emtcode OPERATOR_EQUAL 16\n"
+".emtcode OPERATOR_NOTEQUAL 17\n"
+".emtcode OPERATOR_LESS 18\n"
+".emtcode OPERATOR_GREATER 19\n"
+".emtcode OPERATOR_LESSEQUAL 20\n"
+".emtcode OPERATOR_GREATEREQUAL 21\n"
+".emtcode OPERATOR_MULTIPLY 24\n"
+".emtcode OPERATOR_DIVIDE 25\n"
+".emtcode OPERATOR_INCREMENT 27\n"
+".emtcode OPERATOR_DECREMENT 28\n"
+".emtcode OPERATOR_PLUS 29\n"
+".emtcode OPERATOR_MINUS 30\n"
+".emtcode OPERATOR_NOT 32\n"
+".emtcode DECLARATOR_NONE 0\n"
+".emtcode DECLARATOR_NEXT 1\n"
+".emtcode VARIABLE_NONE 0\n"
+".emtcode VARIABLE_IDENTIFIER 1\n"
+".emtcode VARIABLE_INITIALIZER 2\n"
+".emtcode VARIABLE_ARRAY_EXPLICIT 3\n"
+".emtcode VARIABLE_ARRAY_UNKNOWN 4\n"
+".emtcode TYPE_QUALIFIER_NONE 0\n"
+".emtcode TYPE_QUALIFIER_CONST 1\n"
+".emtcode TYPE_QUALIFIER_ATTRIBUTE 2\n"
+".emtcode TYPE_QUALIFIER_VARYING 3\n"
+".emtcode TYPE_QUALIFIER_UNIFORM 4\n"
+".emtcode TYPE_QUALIFIER_FIXEDOUTPUT 5\n"
+".emtcode TYPE_QUALIFIER_FIXEDINPUT 6\n"
+".emtcode TYPE_SPECIFIER_VOID 0\n"
+".emtcode TYPE_SPECIFIER_BOOL 1\n"
+".emtcode TYPE_SPECIFIER_BVEC2 2\n"
+".emtcode TYPE_SPECIFIER_BVEC3 3\n"
+".emtcode TYPE_SPECIFIER_BVEC4 4\n"
+".emtcode TYPE_SPECIFIER_INT 5\n"
+".emtcode TYPE_SPECIFIER_IVEC2 6\n"
+".emtcode TYPE_SPECIFIER_IVEC3 7\n"
+".emtcode TYPE_SPECIFIER_IVEC4 8\n"
+".emtcode TYPE_SPECIFIER_FLOAT 9\n"
+".emtcode TYPE_SPECIFIER_VEC2 10\n"
+".emtcode TYPE_SPECIFIER_VEC3 11\n"
+".emtcode TYPE_SPECIFIER_VEC4 12\n"
+".emtcode TYPE_SPECIFIER_MAT2 13\n"
+".emtcode TYPE_SPECIFIER_MAT3 14\n"
+".emtcode TYPE_SPECIFIER_MAT4 15\n"
+".emtcode TYPE_SPECIFIER_SAMPLER1D 16\n"
+".emtcode TYPE_SPECIFIER_SAMPLER2D 17\n"
+".emtcode TYPE_SPECIFIER_SAMPLER3D 18\n"
+".emtcode TYPE_SPECIFIER_SAMPLERCUBE 19\n"
+".emtcode TYPE_SPECIFIER_SAMPLER1DSHADOW 20\n"
+".emtcode TYPE_SPECIFIER_SAMPLER2DSHADOW 21\n"
+".emtcode TYPE_SPECIFIER_STRUCT 22\n"
+".emtcode TYPE_SPECIFIER_TYPENAME 23\n"
+".emtcode FIELD_NONE 0\n"
+".emtcode FIELD_NEXT 1\n"
+".emtcode FIELD_ARRAY 2\n"
+".emtcode OP_END 0\n"
+".emtcode OP_BLOCK_BEGIN_NO_NEW_SCOPE 1\n"
+".emtcode OP_BLOCK_BEGIN_NEW_SCOPE 2\n"
+".emtcode OP_DECLARE 3\n"
+".emtcode OP_ASM 4\n"
+".emtcode OP_BREAK 5\n"
+".emtcode OP_CONTINUE 6\n"
+".emtcode OP_DISCARD 7\n"
+".emtcode OP_RETURN 8\n"
+".emtcode OP_EXPRESSION 9\n"
+".emtcode OP_IF 10\n"
+".emtcode OP_WHILE 11\n"
+".emtcode OP_DO 12\n"
+".emtcode OP_FOR 13\n"
+".emtcode OP_PUSH_VOID 14\n"
+".emtcode OP_PUSH_BOOL 15\n"
+".emtcode OP_PUSH_INT 16\n"
+".emtcode OP_PUSH_FLOAT 17\n"
+".emtcode OP_PUSH_IDENTIFIER 18\n"
+".emtcode OP_SEQUENCE 19\n"
+".emtcode OP_ASSIGN 20\n"
+".emtcode OP_ADDASSIGN 21\n"
+".emtcode OP_SUBASSIGN 22\n"
+".emtcode OP_MULASSIGN 23\n"
+".emtcode OP_DIVASSIGN 24\n"
+".emtcode OP_SELECT 31\n"
+".emtcode OP_LOGICALOR 32\n"
+".emtcode OP_LOGICALXOR 33\n"
+".emtcode OP_LOGICALAND 34\n"
+".emtcode OP_EQUAL 38\n"
+".emtcode OP_NOTEQUAL 39\n"
+".emtcode OP_LESS 40\n"
+".emtcode OP_GREATER 41\n"
+".emtcode OP_LESSEQUAL 42\n"
+".emtcode OP_GREATEREQUAL 43\n"
+".emtcode OP_ADD 46\n"
+".emtcode OP_SUBTRACT 47\n"
+".emtcode OP_MULTIPLY 48\n"
+".emtcode OP_DIVIDE 49\n"
+".emtcode OP_PREINCREMENT 51\n"
+".emtcode OP_PREDECREMENT 52\n"
+".emtcode OP_PLUS 53\n"
+".emtcode OP_MINUS 54\n"
+".emtcode OP_NOT 56\n"
+".emtcode OP_SUBSCRIPT 57\n"
+".emtcode OP_CALL 58\n"
+".emtcode OP_FIELD 59\n"
+".emtcode OP_POSTINCREMENT 60\n"
+".emtcode OP_POSTDECREMENT 61\n"
+".emtcode PARAM_QUALIFIER_IN 0\n"
+".emtcode PARAM_QUALIFIER_OUT 1\n"
+".emtcode PARAM_QUALIFIER_INOUT 2\n"
+".emtcode PARAMETER_NONE 0\n"
+".emtcode PARAMETER_NEXT 1\n"
+".emtcode PARAMETER_ARRAY_NOT_PRESENT 0\n"
+".emtcode PARAMETER_ARRAY_PRESENT 1\n"
+".errtext INVALID_EXTERNAL_DECLARATION \"error 2001: invalid external declaration\"\n"
+".errtext INVALID_OPERATOR_OVERRIDE \"error 2002: invalid operator override\"\n"
+".errtext LBRACE_EXPECTED \"error 2003: '{' expected but '$err_token$' found\"\n"
+".errtext LPAREN_EXPECTED \"error 2004: '(' expected but '$err_token$' found\"\n"
+".errtext RPAREN_EXPECTED \"error 2005: ')' expected but '$err_token$' found\"\n"
+".regbyte parsing_builtin 0\n"
+".regbyte shader_type 0\n"
+"variable_identifier\n"
+" identifier .emit OP_PUSH_IDENTIFIER;\n"
+"primary_expression\n"
+" floatconstant .or boolconstant .or intconstant .or variable_identifier .or primary_expression_1;\n"
+"primary_expression_1\n"
+" lparen .and expression .and rparen;\n"
+"postfix_expression\n"
+" postfix_expression_1 .and .loop postfix_expression_2;\n"
+"postfix_expression_1\n"
+" function_call .or primary_expression;\n"
+"postfix_expression_2\n"
+" postfix_expression_3 .or postfix_expression_4 .or\n"
+" plusplus .emit OP_POSTINCREMENT .or\n"
+" minusminus .emit OP_POSTDECREMENT;\n"
+"postfix_expression_3\n"
+" lbracket .and integer_expression .and rbracket .emit OP_SUBSCRIPT;\n"
+"postfix_expression_4\n"
+" dot .and field_selection .emit OP_FIELD;\n"
+"integer_expression\n"
+" expression;\n"
+"function_call\n"
+" function_call_generic .emit OP_CALL .and .true .emit OP_END;\n"
+"function_call_generic\n"
+" function_call_generic_1 .or function_call_generic_2;\n"
+"function_call_generic_1\n"
+" function_call_header_with_parameters .and rparen .error RPAREN_EXPECTED;\n"
+"function_call_generic_2\n"
+" function_call_header_no_parameters .and rparen .error RPAREN_EXPECTED;\n"
+"function_call_header_no_parameters\n"
+" function_call_header .and function_call_header_no_parameters_1;\n"
+"function_call_header_no_parameters_1\n"
+" \"void\" .or .true;\n"
+"function_call_header_with_parameters\n"
+" function_call_header .and assignment_expression .and .true .emit OP_END .and\n"
+" .loop function_call_header_with_parameters_1;\n"
+"function_call_header_with_parameters_1\n"
+" comma .and assignment_expression .and .true .emit OP_END;\n"
+"function_call_header\n"
+" function_identifier .and lparen;\n"
+"function_identifier\n"
+" identifier;\n"
+"unary_expression\n"
+" postfix_expression .or unary_expression_1 .or unary_expression_2 .or unary_expression_3 .or\n"
+" unary_expression_4 .or unary_expression_5;\n"
+"unary_expression_1\n"
+" plusplus .and unary_expression .and .true .emit OP_PREINCREMENT;\n"
+"unary_expression_2\n"
+" minusminus .and unary_expression .and .true .emit OP_PREDECREMENT;\n"
+"unary_expression_3\n"
+" plus .and unary_expression .and .true .emit OP_PLUS;\n"
+"unary_expression_4\n"
+" minus .and unary_expression .and .true .emit OP_MINUS;\n"
+"unary_expression_5\n"
+" bang .and unary_expression .and .true .emit OP_NOT;\n"
+"multiplicative_expression\n"
+" unary_expression .and .loop multiplicative_expression_1;\n"
+"multiplicative_expression_1\n"
+" multiplicative_expression_2 .or multiplicative_expression_3;\n"
+"multiplicative_expression_2\n"
+" star .and unary_expression .and .true .emit OP_MULTIPLY;\n"
+"multiplicative_expression_3\n"
+" slash .and unary_expression .and .true .emit OP_DIVIDE;\n"
+"additive_expression\n"
+" multiplicative_expression .and .loop additive_expression_1;\n"
+"additive_expression_1\n"
+" additive_expression_2 .or additive_expression_3;\n"
+"additive_expression_2\n"
+" plus .and multiplicative_expression .and .true .emit OP_ADD;\n"
+"additive_expression_3\n"
+" minus .and multiplicative_expression .and .true .emit OP_SUBTRACT;\n"
+"shift_expression\n"
+" additive_expression;\n"
+"relational_expression\n"
+" shift_expression .and .loop relational_expression_1;\n"
+"relational_expression_1\n"
+" relational_expression_2 .or relational_expression_3 .or relational_expression_4 .or\n"
+" relational_expression_5;\n"
+"relational_expression_2\n"
+" lessequals .and shift_expression .and .true .emit OP_LESSEQUAL;\n"
+"relational_expression_3\n"
+" greaterequals .and shift_expression .and .true .emit OP_GREATEREQUAL;\n"
+"relational_expression_4\n"
+" less .and shift_expression .and .true .emit OP_LESS;\n"
+"relational_expression_5\n"
+" greater .and shift_expression .and .true .emit OP_GREATER;\n"
+"equality_expression\n"
+" relational_expression .and .loop equality_expression_1;\n"
+"equality_expression_1\n"
+" equality_expression_2 .or equality_expression_3;\n"
+"equality_expression_2\n"
+" equalsequals .and relational_expression .and .true .emit OP_EQUAL;\n"
+"equality_expression_3\n"
+" bangequals .and relational_expression .and .true .emit OP_NOTEQUAL;\n"
+"and_expression\n"
+" equality_expression;\n"
+"exclusive_or_expression\n"
+" and_expression;\n"
+"inclusive_or_expression\n"
+" exclusive_or_expression;\n"
+"logical_and_expression\n"
+" inclusive_or_expression .and .loop logical_and_expression_1;\n"
+"logical_and_expression_1\n"
+" ampersandampersand .and inclusive_or_expression .and .true .emit OP_LOGICALAND;\n"
+"logical_xor_expression\n"
+" logical_and_expression .and .loop logical_xor_expression_1;\n"
+"logical_xor_expression_1\n"
+" caretcaret .and logical_and_expression .and .true .emit OP_LOGICALXOR;\n"
+"logical_or_expression\n"
+" logical_xor_expression .and .loop logical_or_expression_1;\n"
+"logical_or_expression_1\n"
+" barbar .and logical_xor_expression .and .true .emit OP_LOGICALOR;\n"
+"conditional_expression\n"
+" logical_or_expression .and .loop conditional_expression_1;\n"
+"conditional_expression_1\n"
+" question .and expression .and colon .and conditional_expression .and .true .emit OP_SELECT;\n"
+"assignment_expression\n"
+" assignment_expression_1 .or assignment_expression_2 .or assignment_expression_3 .or\n"
+" assignment_expression_4 .or assignment_expression_5 .or conditional_expression;\n"
+"assignment_expression_1\n"
+" unary_expression .and equals .and assignment_expression .and .true .emit OP_ASSIGN;\n"
+"assignment_expression_2\n"
+" unary_expression .and starequals .and assignment_expression .and .true .emit OP_MULASSIGN;\n"
+"assignment_expression_3\n"
+" unary_expression .and slashequals .and assignment_expression .and .true .emit OP_DIVASSIGN;\n"
+"assignment_expression_4\n"
+" unary_expression .and plusequals .and assignment_expression .and .true .emit OP_ADDASSIGN;\n"
+"assignment_expression_5\n"
+" unary_expression .and minusequals .and assignment_expression .and .true .emit OP_SUBASSIGN;\n"
+"expression\n"
+" assignment_expression .and .loop expression_1;\n"
+"expression_1\n"
+" comma .and assignment_expression .and .true .emit OP_SEQUENCE;\n"
+"constant_expression\n"
+" conditional_expression .and .true .emit OP_END;\n"
+"declaration\n"
+" declaration_1 .or declaration_2;\n"
+"declaration_1\n"
+" function_prototype .emit DECLARATION_FUNCTION_PROTOTYPE .and semicolon;\n"
+"declaration_2\n"
+" init_declarator_list .emit DECLARATION_INIT_DECLARATOR_LIST .and semicolon;\n"
+"function_prototype\n"
+" function_declarator .and rparen .error RPAREN_EXPECTED .emit PARAMETER_NONE;\n"
+"function_declarator\n"
+" function_header_with_parameters .or function_header;\n"
+"function_header_with_parameters\n"
+" function_header .and parameter_declaration .and .loop function_header_with_parameters_1;\n"
+"function_header_with_parameters_1\n"
+" comma .and parameter_declaration;\n"
+"function_header\n"
+" function_header_nospace .or function_header_space;\n"
+"function_header_space\n"
+" fully_specified_type_space .and space .and function_decl_identifier .and lparen;\n"
+"function_header_nospace\n"
+" fully_specified_type_nospace .and function_decl_identifier .and lparen;\n"
+"function_decl_identifier\n"
+" .if (parsing_builtin != 0) __operator .emit FUNCTION_OPERATOR .or\n"
+" .if (parsing_builtin != 0) \"__constructor\" .emit FUNCTION_CONSTRUCTOR .or\n"
+" identifier .emit FUNCTION_ORDINARY;\n"
+"__operator\n"
+" \"__operator\" .and overriden_operator .error INVALID_OPERATOR_OVERRIDE;\n"
+"overriden_operator\n"
+" plusplus .emit OPERATOR_INCREMENT .or\n"
+" plusequals .emit OPERATOR_ADDASSIGN .or\n"
+" plus .emit OPERATOR_PLUS .or\n"
+" minusminus .emit OPERATOR_DECREMENT .or\n"
+" minusequals .emit OPERATOR_SUBASSIGN .or\n"
+" minus .emit OPERATOR_MINUS .or\n"
+" bangequals .emit OPERATOR_NOTEQUAL .or\n"
+" bang .emit OPERATOR_NOT .or\n"
+" starequals .emit OPERATOR_MULASSIGN .or\n"
+" star .emit OPERATOR_MULTIPLY .or\n"
+" slashequals .emit OPERATOR_DIVASSIGN .or\n"
+" slash .emit OPERATOR_DIVIDE .or\n"
+" lessequals .emit OPERATOR_LESSEQUAL .or\n"
+" \n"
+" \n"
+" less .emit OPERATOR_LESS .or\n"
+" greaterequals .emit OPERATOR_GREATEREQUAL .or\n"
+" \n"
+" \n"
+" greater .emit OPERATOR_GREATER .or\n"
+" equalsequals .emit OPERATOR_EQUAL .or\n"
+" equals .emit OPERATOR_ASSIGN .or\n"
+" \n"
+" \n"
+" \n"
+" \n"
+" \n"
+" \n"
+" \n"
+" \n"
+" caretcaret .emit OPERATOR_LOGICALXOR ;\n"
+"parameter_declarator\n"
+" parameter_declarator_nospace .or parameter_declarator_space;\n"
+"parameter_declarator_nospace\n"
+" type_specifier_nospace .and identifier .and parameter_declarator_1;\n"
+"parameter_declarator_space\n"
+" type_specifier_space .and space .and identifier .and parameter_declarator_1;\n"
+"parameter_declarator_1\n"
+" parameter_declarator_2 .emit PARAMETER_ARRAY_PRESENT .or\n"
+" .true .emit PARAMETER_ARRAY_NOT_PRESENT;\n"
+"parameter_declarator_2\n"
+" lbracket .and constant_expression .and rbracket;\n"
+"parameter_declaration\n"
+" parameter_declaration_1 .emit PARAMETER_NEXT;\n"
+"parameter_declaration_1\n"
+" parameter_declaration_2 .or parameter_declaration_3;\n"
+"parameter_declaration_2\n"
+" type_qualifier .and space .and parameter_qualifier .and parameter_declaration_4;\n"
+"parameter_declaration_3\n"
+" parameter_qualifier .emit TYPE_QUALIFIER_NONE .and parameter_declaration_4;\n"
+"parameter_declaration_4\n"
+" parameter_declarator .or parameter_type_specifier;\n"
+"parameter_qualifier\n"
+" parameter_qualifier_1 .or .true .emit PARAM_QUALIFIER_IN;\n"
+"parameter_qualifier_1\n"
+" parameter_qualifier_2 .and space;\n"
+"parameter_qualifier_2\n"
+" \"in\" .emit PARAM_QUALIFIER_IN .or\n"
+" \"out\" .emit PARAM_QUALIFIER_OUT .or\n"
+" \"inout\" .emit PARAM_QUALIFIER_INOUT;\n"
+"parameter_type_specifier\n"
+" parameter_type_specifier_1 .and .true .emit '\\0' .and parameter_type_specifier_2;\n"
+"parameter_type_specifier_1\n"
+" type_specifier_nospace .or type_specifier_space;\n"
+"parameter_type_specifier_2\n"
+" parameter_type_specifier_3 .emit PARAMETER_ARRAY_PRESENT .or\n"
+" .true .emit PARAMETER_ARRAY_NOT_PRESENT;\n"
+"parameter_type_specifier_3\n"
+" lbracket .and constant_expression .and rbracket;\n"
+"init_declarator_list\n"
+" single_declaration .and .loop init_declarator_list_1 .emit DECLARATOR_NEXT .and\n"
+" .true .emit DECLARATOR_NONE;\n"
+"init_declarator_list_1\n"
+" comma .and identifier .emit VARIABLE_IDENTIFIER .and init_declarator_list_2;\n"
+"init_declarator_list_2\n"
+" init_declarator_list_3 .or init_declarator_list_4 .or .true .emit VARIABLE_NONE;\n"
+"init_declarator_list_3\n"
+" equals .and initializer .emit VARIABLE_INITIALIZER;\n"
+"init_declarator_list_4\n"
+" lbracket .and init_declarator_list_5 .and rbracket;\n"
+"init_declarator_list_5\n"
+" constant_expression .emit VARIABLE_ARRAY_EXPLICIT .or .true .emit VARIABLE_ARRAY_UNKNOWN;\n"
+"single_declaration\n"
+" single_declaration_nospace .or single_declaration_space;\n"
+"single_declaration_space\n"
+" fully_specified_type_space .and single_declaration_space_1;\n"
+"single_declaration_nospace\n"
+" fully_specified_type_nospace .and single_declaration_nospace_1;\n"
+"single_declaration_space_1\n"
+" single_declaration_space_2 .emit VARIABLE_IDENTIFIER .or .true .emit VARIABLE_NONE;\n"
+"single_declaration_nospace_1\n"
+" single_declaration_nospace_2 .emit VARIABLE_IDENTIFIER .or .true .emit VARIABLE_NONE;\n"
+"single_declaration_space_2\n"
+" space .and identifier .and single_declaration_3;\n"
+"single_declaration_nospace_2\n"
+" identifier .and single_declaration_3;\n"
+"single_declaration_3\n"
+" single_declaration_4 .or single_declaration_5 .or .true .emit VARIABLE_NONE;\n"
+"single_declaration_4\n"
+" equals .and initializer .emit VARIABLE_INITIALIZER;\n"
+"single_declaration_5\n"
+" lbracket .and single_declaration_6 .and rbracket;\n"
+"single_declaration_6\n"
+" constant_expression .emit VARIABLE_ARRAY_EXPLICIT .or .true .emit VARIABLE_ARRAY_UNKNOWN;\n"
+"fully_specified_type_space\n"
+" fully_specified_type_1 .and type_specifier_space;\n"
+"fully_specified_type_nospace\n"
+" fully_specified_type_1 .and type_specifier_nospace;\n"
+"fully_specified_type_1\n"
+" fully_specified_type_2 .or .true .emit TYPE_QUALIFIER_NONE;\n"
+"fully_specified_type_2\n"
+" type_qualifier .and space;\n"
+"type_qualifier\n"
+" \"const\" .emit TYPE_QUALIFIER_CONST .or\n"
+" .if (shader_type == 2) \"attribute\" .emit TYPE_QUALIFIER_ATTRIBUTE .or\n"
+" \"varying\" .emit TYPE_QUALIFIER_VARYING .or\n"
+" \"uniform\" .emit TYPE_QUALIFIER_UNIFORM .or\n"
+" .if (parsing_builtin != 0) \"__fixed_output\" .emit TYPE_QUALIFIER_FIXEDOUTPUT .or\n"
+" .if (parsing_builtin != 0) \"__fixed_input\" .emit TYPE_QUALIFIER_FIXEDINPUT;\n"
+"type_specifier_space\n"
+" \"void\" .emit TYPE_SPECIFIER_VOID .or\n"
+" \"float\" .emit TYPE_SPECIFIER_FLOAT .or\n"
+" \"int\" .emit TYPE_SPECIFIER_INT .or\n"
+" \"bool\" .emit TYPE_SPECIFIER_BOOL .or\n"
+" \"vec2\" .emit TYPE_SPECIFIER_VEC2 .or\n"
+" \"vec3\" .emit TYPE_SPECIFIER_VEC3 .or\n"
+" \"vec4\" .emit TYPE_SPECIFIER_VEC4 .or\n"
+" \"bvec2\" .emit TYPE_SPECIFIER_BVEC2 .or\n"
+" \"bvec3\" .emit TYPE_SPECIFIER_BVEC3 .or\n"
+" \"bvec4\" .emit TYPE_SPECIFIER_BVEC4 .or\n"
+" \"ivec2\" .emit TYPE_SPECIFIER_IVEC2 .or\n"
+" \"ivec3\" .emit TYPE_SPECIFIER_IVEC3 .or\n"
+" \"ivec4\" .emit TYPE_SPECIFIER_IVEC4 .or\n"
+" \"mat2\" .emit TYPE_SPECIFIER_MAT2 .or\n"
+" \"mat3\" .emit TYPE_SPECIFIER_MAT3 .or\n"
+" \"mat4\" .emit TYPE_SPECIFIER_MAT4 .or\n"
+" \"sampler1D\" .emit TYPE_SPECIFIER_SAMPLER1D .or\n"
+" \"sampler2D\" .emit TYPE_SPECIFIER_SAMPLER2D .or\n"
+" \"sampler3D\" .emit TYPE_SPECIFIER_SAMPLER3D .or\n"
+" \"samplerCube\" .emit TYPE_SPECIFIER_SAMPLERCUBE .or\n"
+" \"sampler1DShadow\" .emit TYPE_SPECIFIER_SAMPLER1DSHADOW .or\n"
+" \"sampler2DShadow\" .emit TYPE_SPECIFIER_SAMPLER2DSHADOW .or\n"
+" type_name .emit TYPE_SPECIFIER_TYPENAME;\n"
+"type_specifier_nospace\n"
+" struct_specifier .emit TYPE_SPECIFIER_STRUCT;\n"
+"struct_specifier\n"
+" \"struct\" .and struct_specifier_1 .and optional_space .and lbrace .error LBRACE_EXPECTED .and\n"
+" struct_declaration_list .and rbrace .emit FIELD_NONE;\n"
+"struct_specifier_1\n"
+" struct_specifier_2 .or .true .emit '\\0';\n"
+"struct_specifier_2\n"
+" space .and identifier;\n"
+"struct_declaration_list\n"
+" struct_declaration .and .loop struct_declaration .emit FIELD_NEXT;\n"
+"struct_declaration\n"
+" struct_declaration_nospace .or struct_declaration_space;\n"
+"struct_declaration_space\n"
+" type_specifier_space .and space .and struct_declarator_list .and semicolon .emit FIELD_NONE;\n"
+"struct_declaration_nospace\n"
+" type_specifier_nospace .and struct_declarator_list .and semicolon .emit FIELD_NONE;\n"
+"struct_declarator_list\n"
+" struct_declarator .and .loop struct_declarator_list_1 .emit FIELD_NEXT;\n"
+"struct_declarator_list_1\n"
+" comma .and struct_declarator;\n"
+"struct_declarator\n"
+" identifier .and struct_declarator_1;\n"
+"struct_declarator_1\n"
+" struct_declarator_2 .emit FIELD_ARRAY .or .true .emit FIELD_NONE;\n"
+"struct_declarator_2\n"
+" lbracket .and constant_expression .and rbracket;\n"
+"initializer\n"
+" assignment_expression .and .true .emit OP_END;\n"
+"declaration_statement\n"
+" declaration;\n"
+"statement\n"
+" compound_statement .or simple_statement;\n"
+"statement_space\n"
+" compound_statement .or statement_space_1;\n"
+"statement_space_1\n"
+" space .and simple_statement;\n"
+"simple_statement\n"
+" .if (parsing_builtin != 0) __asm_statement .emit OP_ASM .or\n"
+" selection_statement .or\n"
+" iteration_statement .or\n"
+" jump_statement .or\n"
+" expression_statement .emit OP_EXPRESSION .or\n"
+" declaration_statement .emit OP_DECLARE;\n"
+"compound_statement\n"
+" compound_statement_1 .emit OP_BLOCK_BEGIN_NEW_SCOPE .and .true .emit OP_END;\n"
+"compound_statement_1\n"
+" compound_statement_2 .or compound_statement_3;\n"
+"compound_statement_2\n"
+" lbrace .and rbrace;\n"
+"compound_statement_3\n"
+" lbrace .and statement_list .and rbrace;\n"
+"statement_no_new_scope\n"
+" compound_statement_no_new_scope .or simple_statement;\n"
+"compound_statement_no_new_scope\n"
+" compound_statement_no_new_scope_1 .emit OP_BLOCK_BEGIN_NO_NEW_SCOPE .and .true .emit OP_END;\n"
+"compound_statement_no_new_scope_1\n"
+" compound_statement_no_new_scope_2 .or compound_statement_no_new_scope_3;\n"
+"compound_statement_no_new_scope_2\n"
+" lbrace .and rbrace;\n"
+"compound_statement_no_new_scope_3\n"
+" lbrace .and statement_list .and rbrace;\n"
+"statement_list\n"
+" statement .and .loop statement;\n"
+"expression_statement\n"
+" expression_statement_1 .or expression_statement_2;\n"
+"expression_statement_1\n"
+" semicolon .emit OP_PUSH_VOID .emit OP_END;\n"
+"expression_statement_2\n"
+" expression .and semicolon .emit OP_END;\n"
+"selection_statement\n"
+" \"if\" .emit OP_IF .and lparen .error LPAREN_EXPECTED .and expression .and\n"
+" rparen .error RPAREN_EXPECTED .emit OP_END .and selection_rest_statement;\n"
+"selection_rest_statement\n"
+" statement .and selection_rest_statement_1;\n"
+"selection_rest_statement_1\n"
+" selection_rest_statement_2 .or .true .emit OP_EXPRESSION .emit OP_PUSH_VOID .emit OP_END;\n"
+"selection_rest_statement_2\n"
+" \"else\" .and optional_space .and statement;\n"
+"condition\n"
+" condition_1 .emit OP_DECLARE .emit DECLARATION_INIT_DECLARATOR_LIST .or\n"
+" condition_3 .emit OP_EXPRESSION;\n"
+"condition_1\n"
+" condition_1_nospace .or condition_1_space;\n"
+"condition_1_nospace\n"
+" fully_specified_type_nospace .and condition_2;\n"
+"condition_1_space\n"
+" fully_specified_type_space .and space .and condition_2;\n"
+"condition_2\n"
+" identifier .emit VARIABLE_IDENTIFIER .and equals .emit VARIABLE_INITIALIZER .and\n"
+" initializer .and .true .emit DECLARATOR_NONE;\n"
+"condition_3\n"
+" expression .and .true .emit OP_END;\n"
+"iteration_statement\n"
+" iteration_statement_1 .or iteration_statement_2 .or iteration_statement_3;\n"
+"iteration_statement_1\n"
+" \"while\" .emit OP_WHILE .and lparen .error LPAREN_EXPECTED .and condition .and\n"
+" rparen .error RPAREN_EXPECTED .and statement_no_new_scope;\n"
+"iteration_statement_2\n"
+" \"do\" .emit OP_DO .and statement_space .and \"while\" .and lparen .error LPAREN_EXPECTED .and\n"
+" expression .and rparen .error RPAREN_EXPECTED .emit OP_END .and semicolon;\n"
+"iteration_statement_3\n"
+" \"for\" .emit OP_FOR .and lparen .error LPAREN_EXPECTED .and for_init_statement .and\n"
+" for_rest_statement .and rparen .error RPAREN_EXPECTED .and statement_no_new_scope;\n"
+"for_init_statement\n"
+" expression_statement .emit OP_EXPRESSION .or declaration_statement .emit OP_DECLARE;\n"
+"conditionopt\n"
+" condition .or\n"
+" .true .emit OP_EXPRESSION .emit OP_PUSH_BOOL .emit 2 .emit '1' .emit '\\0' .emit OP_END;\n"
+"for_rest_statement\n"
+" conditionopt .and semicolon .and for_rest_statement_1;\n"
+"for_rest_statement_1\n"
+" for_rest_statement_2 .or .true .emit OP_PUSH_VOID .emit OP_END;\n"
+"for_rest_statement_2\n"
+" expression .and .true .emit OP_END;\n"
+"jump_statement\n"
+" jump_statement_1 .or jump_statement_2 .or jump_statement_3 .or jump_statement_4 .or\n"
+" .if (shader_type == 1) jump_statement_5;\n"
+"jump_statement_1\n"
+" \"continue\" .and semicolon .emit OP_CONTINUE;\n"
+"jump_statement_2\n"
+" \"break\" .and semicolon .emit OP_BREAK;\n"
+"jump_statement_3\n"
+" \"return\" .emit OP_RETURN .and optional_space .and expression .and semicolon .emit OP_END;\n"
+"jump_statement_4\n"
+" \"return\" .emit OP_RETURN .and semicolon .emit OP_PUSH_VOID .emit OP_END;\n"
+"jump_statement_5\n"
+" \"discard\" .and semicolon .emit OP_DISCARD;\n"
+"__asm_statement\n"
+" \"__asm\" .and space .and identifier .and space .and asm_arguments .and semicolon .emit OP_END;\n"
+"asm_arguments\n"
+" variable_identifier .and .true .emit OP_END .and .loop asm_arguments_1;\n"
+"asm_arguments_1\n"
+" comma .and variable_identifier .and .true .emit OP_END;\n"
+"translation_unit\n"
+" optional_space .emit REVISION .and external_declaration .error INVALID_EXTERNAL_DECLARATION .and\n"
+" .loop external_declaration .and optional_space .and\n"
+" '\\0' .error INVALID_EXTERNAL_DECLARATION .emit EXTERNAL_NULL;\n"
+"external_declaration\n"
+" function_definition .emit EXTERNAL_FUNCTION_DEFINITION .or\n"
+" declaration .emit EXTERNAL_DECLARATION;\n"
+"function_definition\n"
+" function_prototype .and compound_statement_no_new_scope;\n"
+"digit_oct\n"
+" '0'-'7';\n"
+"digit_dec\n"
+" '0'-'9';\n"
+"digit_hex\n"
+" '0'-'9' .or 'A'-'F' .or 'a'-'f';\n"
+"id_character_first\n"
+" 'a'-'z' .or 'A'-'Z' .or '_';\n"
+"id_character_next\n"
+" id_character_first .or digit_dec;\n"
+"identifier\n"
+" id_character_first .emit * .and .loop id_character_next .emit * .and .true .emit '\\0';\n"
+"float\n"
+" float_1 .or float_2;\n"
+"float_1\n"
+" float_fractional_constant .and float_optional_exponent_part;\n"
+"float_2\n"
+" float_digit_sequence .and .true .emit '\\0' .and float_exponent_part;\n"
+"float_fractional_constant\n"
+" float_fractional_constant_1 .or float_fractional_constant_2 .or float_fractional_constant_3;\n"
+"float_fractional_constant_1\n"
+" float_digit_sequence .and '.' .and float_digit_sequence;\n"
+"float_fractional_constant_2\n"
+" float_digit_sequence .and '.' .and .true .emit '\\0';\n"
+"float_fractional_constant_3\n"
+" '.' .emit '\\0' .and float_digit_sequence;\n"
+"float_optional_exponent_part\n"
+" float_exponent_part .or .true .emit '\\0';\n"
+"float_digit_sequence\n"
+" digit_dec .emit * .and .loop digit_dec .emit * .and .true .emit '\\0';\n"
+"float_exponent_part\n"
+" float_exponent_part_1 .or float_exponent_part_2;\n"
+"float_exponent_part_1\n"
+" 'e' .and float_optional_sign .and float_digit_sequence;\n"
+"float_exponent_part_2\n"
+" 'E' .and float_optional_sign .and float_digit_sequence;\n"
+"float_optional_sign\n"
+" float_sign .or .true;\n"
+"float_sign\n"
+" '+' .or '-' .emit '-';\n"
+"integer\n"
+" integer_hex .or integer_oct .or integer_dec;\n"
+"integer_hex\n"
+" '0' .and integer_hex_1 .emit 0x10 .and digit_hex .emit * .and .loop digit_hex .emit * .and\n"
+" .true .emit '\\0';\n"
+"integer_hex_1\n"
+" 'x' .or 'X';\n"
+"integer_oct\n"
+" '0' .emit 8 .emit * .and .loop digit_oct .emit * .and .true .emit '\\0';\n"
+"integer_dec\n"
+" digit_dec .emit 10 .emit * .and .loop digit_dec .emit * .and .true .emit '\\0';\n"
+"boolean\n"
+" \"true\" .emit 2 .emit '1' .emit '\\0' .or\n"
+" \"false\" .emit 2 .emit '0' .emit '\\0';\n"
+"type_name\n"
+" identifier;\n"
+"field_selection\n"
+" identifier;\n"
+"floatconstant\n"
+" float .emit OP_PUSH_FLOAT;\n"
+"intconstant\n"
+" integer .emit OP_PUSH_INT;\n"
+"boolconstant\n"
+" boolean .emit OP_PUSH_BOOL;\n"
+"optional_space\n"
+" .loop single_space;\n"
+"space\n"
+" single_space .and .loop single_space;\n"
+"single_space\n"
+" white_char .or c_style_comment_block .or cpp_style_comment_block;\n"
+"white_char\n"
+" ' ' .or '\\t' .or new_line .or '\\v' .or '\\f';\n"
+"new_line\n"
+" cr_lf .or lf_cr .or '\\n' .or '\\r';\n"
+"cr_lf\n"
+" '\\r' .and '\\n';\n"
+"lf_cr\n"
+" '\\n' .and '\\r';\n"
+"c_style_comment_block\n"
+" '/' .and '*' .and c_style_comment_rest;\n"
+"c_style_comment_rest\n"
+" .loop c_style_comment_char_no_star .and c_style_comment_rest_1;\n"
+"c_style_comment_rest_1\n"
+" c_style_comment_end .or c_style_comment_rest_2;\n"
+"c_style_comment_rest_2\n"
+" '*' .and c_style_comment_rest;\n"
+"c_style_comment_char_no_star\n"
+" '\\x2B'-'\\xFF' .or '\\x01'-'\\x29';\n"
+"c_style_comment_end\n"
+" '*' .and '/';\n"
+"cpp_style_comment_block\n"
+" '/' .and '/' .and cpp_style_comment_block_1;\n"
+"cpp_style_comment_block_1\n"
+" cpp_style_comment_block_2 .or cpp_style_comment_block_3;\n"
+"cpp_style_comment_block_2\n"
+" .loop cpp_style_comment_char .and new_line;\n"
+"cpp_style_comment_block_3\n"
+" .loop cpp_style_comment_char;\n"
+"cpp_style_comment_char\n"
+" '\\x0E'-'\\xFF' .or '\\x01'-'\\x09' .or '\\x0B'-'\\x0C';\n"
+"ampersandampersand\n"
+" optional_space .and '&' .and '&' .and optional_space;\n"
+"barbar\n"
+" optional_space .and '|' .and '|' .and optional_space;\n"
+"bang\n"
+" optional_space .and '!' .and optional_space;\n"
+"bangequals\n"
+" optional_space .and '!' .and '=' .and optional_space;\n"
+"caretcaret\n"
+" optional_space .and '^' .and '^' .and optional_space;\n"
+"colon\n"
+" optional_space .and ':' .and optional_space;\n"
+"comma\n"
+" optional_space .and ',' .and optional_space;\n"
+"dot\n"
+" optional_space .and '.' .and optional_space;\n"
+"equals\n"
+" optional_space .and '=' .and optional_space;\n"
+"equalsequals\n"
+" optional_space .and '=' .and '=' .and optional_space;\n"
+"greater\n"
+" optional_space .and '>' .and optional_space;\n"
+"greaterequals\n"
+" optional_space .and '>' .and '=' .and optional_space;\n"
+"lbrace\n"
+" optional_space .and '{' .and optional_space;\n"
+"lbracket\n"
+" optional_space .and '[' .and optional_space;\n"
+"less\n"
+" optional_space .and '<' .and optional_space;\n"
+"lessequals\n"
+" optional_space .and '<' .and '=' .and optional_space;\n"
+"lparen\n"
+" optional_space .and '(' .and optional_space;\n"
+"minus\n"
+" optional_space .and '-' .and optional_space;\n"
+"minusequals\n"
+" optional_space .and '-' .and '=' .and optional_space;\n"
+"minusminus\n"
+" optional_space .and '-' .and '-' .and optional_space;\n"
+"plus\n"
+" optional_space .and '+' .and optional_space;\n"
+"plusequals\n"
+" optional_space .and '+' .and '=' .and optional_space;\n"
+"plusplus\n"
+" optional_space .and '+' .and '+' .and optional_space;\n"
+"question\n"
+" optional_space .and '?' .and optional_space;\n"
+"rbrace\n"
+" optional_space .and '}' .and optional_space;\n"
+"rbracket\n"
+" optional_space .and ']' .and optional_space;\n"
+"rparen\n"
+" optional_space .and ')' .and optional_space;\n"
+"semicolon\n"
+" optional_space .and ';' .and optional_space;\n"
+"slash\n"
+" optional_space .and '/' .and optional_space;\n"
+"slashequals\n"
+" optional_space .and '/' .and '=' .and optional_space;\n"
+"star\n"
+" optional_space .and '*' .and optional_space;\n"
+"starequals\n"
+" optional_space .and '*' .and '=' .and optional_space;\n"
+".string string_lexer;\n"
+"string_lexer\n"
+" lex_first_identifier_character .and .loop lex_next_identifier_character;\n"
+"lex_first_identifier_character\n"
+" 'a'-'z' .or 'A'-'Z' .or '_';\n"
+"lex_next_identifier_character\n"
+" 'a'-'z' .or 'A'-'Z' .or '0'-'9' .or '_';\n"
+"err_token\n"
+" '~' .or '`' .or '!' .or '@' .or '#' .or '$' .or '%' .or '^' .or '&' .or '*' .or '(' .or ')' .or\n"
+" '-' .or '+' .or '=' .or '|' .or '\\\\' .or '[' .or ']' .or '{' .or '}' .or ':' .or ';' .or '\"' .or\n"
+" '\\'' .or '<' .or ',' .or '>' .or '.' .or '/' .or '?' .or err_identifier;\n"
+"err_identifier\n"
+" id_character_first .and .loop id_character_next;\n"
+""
diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_version.syn b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_version.syn
new file mode 100755
index 000000000..3a8c7046b
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_version.syn
@@ -0,0 +1,118 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.3
+ *
+ * Copyright (C) 2005 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+/**
+ * \file slang_version.syn
+ * slang #version directive syntax
+ * \author Michal Krol
+ */
+
+.syntax version_directive;
+
+version_directive
+ version_directive_1 .and .loop version_directive_2;
+version_directive_1
+ prior_optional_spaces .and optional_version_directive .and .true .emit $;
+version_directive_2
+ prior_optional_spaces .and version_directive_body .and .true .emit $;
+
+optional_version_directive
+ version_directive_body .or .true .emit 10 .emit 1;
+
+version_directive_body
+ '#' .and optional_space .and "version" .and space .and version_number .and optional_space .and
+ new_line;
+
+version_number
+ version_number_110;
+
+version_number_110
+ leading_zeroes .and "110" .emit 10 .emit 1;
+
+leading_zeroes
+ .loop zero;
+
+zero
+ '0';
+
+space
+ single_space .and .loop single_space;
+
+optional_space
+ .loop single_space;
+
+single_space
+ ' ' .or '\t';
+
+prior_optional_spaces
+ .loop prior_space;
+
+prior_space
+ c_style_comment_block .or cpp_style_comment_block .or space .or new_line;
+
+c_style_comment_block
+ '/' .and '*' .and c_style_comment_rest;
+
+c_style_comment_rest
+ .loop c_style_comment_char_no_star .and c_style_comment_rest_1;
+c_style_comment_rest_1
+ c_style_comment_end .or c_style_comment_rest_2;
+c_style_comment_rest_2
+ '*' .and c_style_comment_rest;
+
+c_style_comment_char_no_star
+ '\x2B'-'\xFF' .or '\x01'-'\x29';
+
+c_style_comment_end
+ '*' .and '/';
+
+cpp_style_comment_block
+ '/' .and '/' .and cpp_style_comment_block_1;
+cpp_style_comment_block_1
+ cpp_style_comment_block_2 .or cpp_style_comment_block_3;
+cpp_style_comment_block_2
+ .loop cpp_style_comment_char .and new_line;
+cpp_style_comment_block_3
+ .loop cpp_style_comment_char;
+
+cpp_style_comment_char
+ '\x0E'-'\xFF' .or '\x01'-'\x09' .or '\x0B'-'\x0C';
+
+new_line
+ cr_lf .or lf_cr .or '\n' .or '\r';
+
+cr_lf
+ '\r' .and '\n';
+
+lf_cr
+ '\n' .and '\r';
+
+.string __string_filter;
+
+__string_filter
+ .loop __identifier_char;
+
+__identifier_char
+ 'a'-'z' .or 'A'-'Z' .or '_' .or '0'-'9';
+
diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_version_syn.h b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_version_syn.h
new file mode 100755
index 000000000..1c27546d7
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_version_syn.h
@@ -0,0 +1,64 @@
+".syntax version_directive;\n"
+"version_directive\n"
+" version_directive_1 .and .loop version_directive_2;\n"
+"version_directive_1\n"
+" prior_optional_spaces .and optional_version_directive .and .true .emit $;\n"
+"version_directive_2\n"
+" prior_optional_spaces .and version_directive_body .and .true .emit $;\n"
+"optional_version_directive\n"
+" version_directive_body .or .true .emit 10 .emit 1;\n"
+"version_directive_body\n"
+" '#' .and optional_space .and \"version\" .and space .and version_number .and optional_space .and\n"
+" new_line;\n"
+"version_number\n"
+" version_number_110;\n"
+"version_number_110\n"
+" leading_zeroes .and \"110\" .emit 10 .emit 1;\n"
+"leading_zeroes\n"
+" .loop zero;\n"
+"zero\n"
+" '0';\n"
+"space\n"
+" single_space .and .loop single_space;\n"
+"optional_space\n"
+" .loop single_space;\n"
+"single_space\n"
+" ' ' .or '\\t';\n"
+"prior_optional_spaces\n"
+" .loop prior_space;\n"
+"prior_space\n"
+" c_style_comment_block .or cpp_style_comment_block .or space .or new_line;\n"
+"c_style_comment_block\n"
+" '/' .and '*' .and c_style_comment_rest;\n"
+"c_style_comment_rest\n"
+" .loop c_style_comment_char_no_star .and c_style_comment_rest_1;\n"
+"c_style_comment_rest_1\n"
+" c_style_comment_end .or c_style_comment_rest_2;\n"
+"c_style_comment_rest_2\n"
+" '*' .and c_style_comment_rest;\n"
+"c_style_comment_char_no_star\n"
+" '\\x2B'-'\\xFF' .or '\\x01'-'\\x29';\n"
+"c_style_comment_end\n"
+" '*' .and '/';\n"
+"cpp_style_comment_block\n"
+" '/' .and '/' .and cpp_style_comment_block_1;\n"
+"cpp_style_comment_block_1\n"
+" cpp_style_comment_block_2 .or cpp_style_comment_block_3;\n"
+"cpp_style_comment_block_2\n"
+" .loop cpp_style_comment_char .and new_line;\n"
+"cpp_style_comment_block_3\n"
+" .loop cpp_style_comment_char;\n"
+"cpp_style_comment_char\n"
+" '\\x0E'-'\\xFF' .or '\\x01'-'\\x09' .or '\\x0B'-'\\x0C';\n"
+"new_line\n"
+" cr_lf .or lf_cr .or '\\n' .or '\\r';\n"
+"cr_lf\n"
+" '\\r' .and '\\n';\n"
+"lf_cr\n"
+" '\\n' .and '\\r';\n"
+".string __string_filter;\n"
+"__string_filter\n"
+" .loop __identifier_char;\n"
+"__identifier_char\n"
+" 'a'-'z' .or 'A'-'Z' .or '_' .or '0'-'9';\n"
+""
diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin.gc b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin.gc
new file mode 100755
index 000000000..850fd2bb8
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin.gc
@@ -0,0 +1,262 @@
+
+//
+// TODO:
+// - what to do with ftransform? can it stay in the current form?
+// - implement texture1DLod, texture2DLod, texture3DLod, textureCubeLod,
+// - implement shadow1DLod, shadow2DLod,
+//
+
+//
+// From Shader Spec, ver. 1.10, rev. 59
+//
+// Some OpenGL operations still continue to occur in fixed functionality in between the vertex
+// processor and the fragment processor. Other OpenGL operations continue to occur in fixed
+// functionality after the fragment processor. Shaders communicate with the fixed functionality
+// of OpenGL through the use of built-in variables.
+//
+// The variable gl_Position is available only in the vertex language and is intended for writing
+// the homogeneous vertex position. All executions of a well-formed vertex shader must write
+// a value into this variable. It can be written at any time during shader execution. It may also
+// be read back by the shader after being written. This value will be used by primitive assembly,
+// clipping, culling, and other fixed functionality operations that operate on primitives after
+// vertex processing has occurred. Compilers may generate a diagnostic message if they detect
+// gl_Position is not written, or read before being written, but not all such cases are detectable.
+// Results are undefined if a vertex shader is executed and does not write gl_Position.
+//
+// The variable gl_PointSize is available only in the vertex language and is intended for a vertex
+// shader to write the size of the point to be rasterized. It is measured in pixels.
+//
+// The variable gl_ClipVertex is available only in the vertex language and provides a place for
+// vertex shaders to write the coordinate to be used with the user clipping planes. The user must
+// ensure the clip vertex and user clipping planes are defined in the same coordinate space. User
+// clip planes work properly only under linear transform. It is undefined what happens under
+// non-linear transform.
+//
+// These built-in vertex shader variables for communicating with fixed functionality are
+// intrinsically declared with the following types:
+//
+
+__fixed_output vec4 gl_Position; // must be written to
+__fixed_output float gl_PointSize; // may be written to
+__fixed_output vec4 gl_ClipVertex; // may be written to
+
+//
+// If gl_PointSize or gl_ClipVertex are not written to, their values are undefined. Any of these
+// variables can be read back by the shader after writing to them, to retrieve what was written.
+// Reading them before writing them results in undefined behavior. If they are written more than
+// once, it is the last value written that is consumed by the subsequent operations.
+//
+// These built-in variables have global scope.
+//
+
+//
+// The following attribute names are built into the OpenGL vertex language and can be used from
+// within a vertex shader to access the current values of attributes declared by OpenGL. All page
+// numbers and notations are references to the OpenGL 1.4 specification.
+//
+
+//
+// Vertex Attributes, p. 19.
+//
+
+attribute vec4 gl_Color;
+attribute vec4 gl_SecondaryColor;
+attribute vec3 gl_Normal;
+attribute vec4 gl_Vertex;
+attribute vec4 gl_MultiTexCoord0;
+attribute vec4 gl_MultiTexCoord1;
+attribute vec4 gl_MultiTexCoord2;
+attribute vec4 gl_MultiTexCoord3;
+attribute vec4 gl_MultiTexCoord4;
+attribute vec4 gl_MultiTexCoord5;
+attribute vec4 gl_MultiTexCoord6;
+attribute vec4 gl_MultiTexCoord7;
+attribute float gl_FogCoord;
+
+//
+// Unlike user-defined varying variables, the built-in varying variables don't have a strict
+// one-to-one correspondence between the vertex language and the fragment language. Two sets are
+// provided, one for each language. Their relationship is described below.
+//
+// The following built-in varying variables are available to write to in a vertex shader.
+// A particular one should be written to if any functionality in a corresponding fragment shader
+// or fixed pipeline uses it or state derived from it. Otherwise, behavior is undefined.
+//
+
+varying vec4 gl_FrontColor;
+varying vec4 gl_BackColor;
+varying vec4 gl_FrontSecondaryColor;
+varying vec4 gl_BackSecondaryColor;
+varying vec4 gl_TexCoord[]; // at most will be gl_MaxTextureCoords
+varying float gl_FogFragCoord;
+
+//
+// For gl_FogFragCoord, the value written will be used as the "c" value on page 160 of the
+// OpenGL 1.4 Specification by the fixed functionality pipeline. For example, if the z-coordinate
+// of the fragment in eye space is desired as "c", then that's what the vertex shader should write
+// into gl_FogFragCoord.
+//
+// As with all arrays, indices used to subscript gl_TexCoord must either be an integral constant
+// expressions, or this array must be re-declared by the shader with a size. The size can be
+// at most gl_MaxTextureCoords. Using indexes close to 0 may aid the implementation
+// in preserving varying resources.
+//
+
+//
+// The OpenGL Shading Language defines an assortment of built-in convenience functions for scalar
+// and vector operations. Many of these built-in functions can be used in more than one type
+// of shader, but some are intended to provide a direct mapping to hardware and so are available
+// only for a specific type of shader.
+//
+// The built-in functions basically fall into three categories:
+//
+// * They expose some necessary hardware functionality in a convenient way such as accessing
+// a texture map. There is no way in the language for these functions to be emulated by a shader.
+//
+// * They represent a trivial operation (clamp, mix, etc.) that is very simple for the user
+// to write, but they are very common and may have direct hardware support. It is a very hard
+// problem for the compiler to map expressions to complex assembler instructions.
+//
+// * They represent an operation graphics hardware is likely to accelerate at some point. The
+// trigonometry functions fall into this category.
+//
+// Many of the functions are similar to the same named ones in common C libraries, but they support
+// vector input as well as the more traditional scalar input.
+//
+// Applications should be encouraged to use the built-in functions rather than do the equivalent
+// computations in their own shader code since the built-in functions are assumed to be optimal
+// (e.g., perhaps supported directly in hardware).
+//
+// User code can replace built-in functions with their own if they choose, by simply re-declaring
+// and defining the same name and argument list.
+//
+
+//
+// Geometric Functions
+//
+// These operate on vectors as vectors, not component-wise.
+//
+
+//
+// For vertex shaders only. This function will ensure that the incoming vertex value will be
+// transformed in a way that produces exactly the same result as would be produced by OpenGL's
+// fixed functionality transform. It is intended to be used to compute gl_Position, e.g.,
+// gl_Position = ftransform()
+// This function should be used, for example, when an application is rendering the same geometry in
+// separate passes, and one pass uses the fixed functionality path to render and another pass uses
+// programmable shaders.
+//
+
+vec4 ftransform () {
+ return gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+//
+// 8.7 Texture Lookup Functions
+//
+// Texture lookup functions are available to both vertex and fragment shaders. However, level
+// of detail is not computed by fixed functionality for vertex shaders, so there are some
+// differences in operation between vertex and fragment texture lookups. The functions in the table
+// below provide access to textures through samplers, as set up through the OpenGL API. Texture
+// properties such as size, pixel format, number of dimensions, filtering method, number of mip-map
+// levels, depth comparison, and so on are also defined by OpenGL API calls. Such properties are
+// taken into account as the texture is accessed via the built-in functions defined below.
+//
+// If a non-shadow texture call is made to a sampler that represents a depth texture with depth
+// comparisons turned on, then results are undefined. If a shadow texture call is made to a sampler
+// that represents a depth texture with depth comparisions turned off, the results are undefined.
+// If a shadow texture call is made to a sampler that does not represent a depth texture, then
+// results are undefined.
+//
+// In all functions below, the bias parameter is optional for fragment shaders. The bias parameter
+// is not accepted in a vertex shader. For a fragment shader, if bias is present, it is added to
+// the calculated level of detail prior to performing the texture access operation. If the bias
+// parameter is not provided, then the implementation automatically selects level of detail:
+// For a texture that is not mip-mapped, the texture is used directly. If it is mip-mapped and
+// running in a fragment shader, the LOD computed by the implementation is used to do the texture
+// lookup. If it is mip-mapped and running on the vertex shader, then the base texture is used.
+//
+// The built-ins suffixed with "Lod" are allowed only in a vertex shader. For the "Lod" functions,
+// lod is directly used as the level of detail.
+//
+
+//
+// Use the texture coordinate coord to do a texture lookup in the 1D texture currently bound
+// to sampler. For the projective ("Proj") versions, the texture coordinate coord.s is divided by
+// the last component of coord.
+//
+// XXX
+vec4 texture1DLod (sampler1D sampler, float coord, float lod) {
+ return vec4 (0.0);
+}
+vec4 texture1DProjLod (sampler1D sampler, vec2 coord, float lod) {
+ return texture1DLod (sampler, coord.s / coord.t, lod);
+}
+vec4 texture1DProjLod (sampler1D sampler, vec4 coord, float lod) {
+ return texture1DLod (sampler, coord.s / coord.q, lod);
+}
+
+//
+// Use the texture coordinate coord to do a texture lookup in the 2D texture currently bound
+// to sampler. For the projective ("Proj") versions, the texture coordinate (coord.s, coord.t) is
+// divided by the last component of coord. The third component of coord is ignored for the vec4
+// coord variant.
+//
+// XXX
+vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod) {
+ return vec4 (0.0);
+}
+vec4 texture2DProjLod (sampler2D sampler, vec3 coord, float lod) {
+ return texture2DLod (sampler, vec2 (coord.s / coord.p, coord.t / coord.p), lod);
+}
+vec4 texture2DProjLod (sampler2D sampler, vec4 coord, float lod) {
+ return texture2DLod (sampler, vec2 (coord.s / coord.q, coord.t / coord.q), lod);
+}
+
+//
+// Use the texture coordinate coord to do a texture lookup in the 3D texture currently bound
+// to sampler. For the projective ("Proj") versions, the texture coordinate is divided by coord.q.
+//
+// XXX
+vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod) {
+ return vec4 (0.0);
+}
+vec4 texture3DProjLod (sampler3D sampler, vec4 coord, float lod) {
+ return texture3DLod (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.s / coord.q),
+ lod);
+}
+
+//
+// Use the texture coordinate coord to do a texture lookup in the cube map texture currently bound
+// to sampler. The direction of coord is used to select which face to do a 2-dimensional texture
+// lookup in, as described in section 3.8.6 in version 1.4 of the OpenGL specification.
+//
+// XXX
+vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod) {
+ return vec4 (0.0);
+}
+
+//
+// Use texture coordinate coord to do a depth comparison lookup on the depth texture bound
+// to sampler, as described in section 3.8.14 of version 1.4 of the OpenGL specification. The 3rd
+// component of coord (coord.p) is used as the R value. The texture bound to sampler must be a
+// depth texture, or results are undefined. For the projective ("Proj") version of each built-in,
+// the texture coordinate is divide by coord.q, giving a depth value R of coord.p/coord.q. The
+// second component of coord is ignored for the "1D" variants.
+//
+// XXX
+vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod) {
+ return vec4 (0.0);
+}
+// XXX
+vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod) {
+ return vec4 (0.0);
+}
+vec4 shadow1DProjLod (sampler1DShadow sampler, vec4 coord, float lod) {
+ return shadow1DLod (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), lod);
+}
+vec4 shadow2DProjLod (sampler2DShadow sampler, vec4 coord, float lod) {
+ return shadow2DLod (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q),
+ lod);
+}
+
diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin_gc.h b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin_gc.h
new file mode 100644
index 000000000..746226180
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin_gc.h
@@ -0,0 +1,262 @@
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"__fixed_output vec4 gl_Position;\n"
+"__fixed_output float gl_PointSize;\n"
+"__fixed_output vec4 gl_ClipVertex;\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"attribute vec4 gl_Color;\n"
+"attribute vec4 gl_SecondaryColor;\n"
+"attribute vec3 gl_Normal;\n"
+"attribute vec4 gl_Vertex;\n"
+"attribute vec4 gl_MultiTexCoord0;\n"
+"attribute vec4 gl_MultiTexCoord1;\n"
+"attribute vec4 gl_MultiTexCoord2;\n"
+"attribute vec4 gl_MultiTexCoord3;\n"
+"attribute vec4 gl_MultiTexCoord4;\n"
+"attribute vec4 gl_MultiTexCoord5;\n"
+"attribute vec4 gl_MultiTexCoord6;\n"
+"attribute vec4 gl_MultiTexCoord7;\n"
+"attribute float gl_FogCoord;\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"varying vec4 gl_FrontColor;\n"
+"varying vec4 gl_BackColor;\n"
+"varying vec4 gl_FrontSecondaryColor;\n"
+"varying vec4 gl_BackSecondaryColor;\n"
+"varying vec4 gl_TexCoord[];\n"
+"varying float gl_FogFragCoord;\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"vec4 ftransform () {\n"
+" return gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"vec4 texture1DLod (sampler1D sampler, float coord, float lod) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"vec4 texture1DProjLod (sampler1D sampler, vec2 coord, float lod) {\n"
+" return texture1DLod (sampler, coord.s / coord.t, lod);\n"
+"}\n"
+"vec4 texture1DProjLod (sampler1D sampler, vec4 coord, float lod) {\n"
+" return texture1DLod (sampler, coord.s / coord.q, lod);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"vec4 texture2DProjLod (sampler2D sampler, vec3 coord, float lod) {\n"
+" return texture2DLod (sampler, vec2 (coord.s / coord.p, coord.t / coord.p), lod);\n"
+"}\n"
+"vec4 texture2DProjLod (sampler2D sampler, vec4 coord, float lod) {\n"
+" return texture2DLod (sampler, vec2 (coord.s / coord.q, coord.t / coord.q), lod);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"vec4 texture3DProjLod (sampler3D sampler, vec4 coord, float lod) {\n"
+" return texture3DLod (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.s / coord.q),\n"
+" lod);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"\n"
+"vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"vec4 shadow1DProjLod (sampler1DShadow sampler, vec4 coord, float lod) {\n"
+" return shadow1DLod (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), lod);\n"
+"}\n"
+"vec4 shadow2DProjLod (sampler2DShadow sampler, vec4 coord, float lod) {\n"
+" return shadow2DLod (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q),\n"
+" lod);\n"
+"}\n"
+"\n"
diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin_gc_bin.h b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin_gc_bin.h
new file mode 100755
index 000000000..31d1fce3a
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin_gc_bin.h
@@ -0,0 +1,82 @@
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+0,18,108,111,100,0,0,0,0,0,0 \ No newline at end of file