diff options
Diffstat (limited to 'nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin_gc.h')
-rw-r--r-- | nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin_gc.h | 1410 |
1 files changed, 0 insertions, 1410 deletions
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 deleted file mode 100644 index cd9d9ac7d..000000000 --- a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin_gc.h +++ /dev/null @@ -1,1410 +0,0 @@ -"\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" -"\n" -"\n" -"\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 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" |