stdlib.glsl 980 B

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748
  1. vec2 select2(vec2 a, vec2 b, bvec2 c) {
  2. vec2 ret;
  3. ret.x = c.x ? b.x : a.x;
  4. ret.y = c.y ? b.y : a.y;
  5. return ret;
  6. }
  7. vec3 select3(vec3 a, vec3 b, bvec3 c) {
  8. vec3 ret;
  9. ret.x = c.x ? b.x : a.x;
  10. ret.y = c.y ? b.y : a.y;
  11. ret.z = c.z ? b.z : a.z;
  12. return ret;
  13. }
  14. vec4 select4(vec4 a, vec4 b, bvec4 c) {
  15. vec4 ret;
  16. ret.x = c.x ? b.x : a.x;
  17. ret.y = c.y ? b.y : a.y;
  18. ret.z = c.z ? b.z : a.z;
  19. ret.w = c.w ? b.w : a.w;
  20. return ret;
  21. }
  22. highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord) {
  23. float x_coord = float(2 * coord.x + 1) / float(size.x * 2);
  24. float y_coord = float(2 * coord.y + 1) / float(size.y * 2);
  25. return texture2DLod(tex, vec2(x_coord, y_coord), 0.0);
  26. }
  27. #ifndef USE_GLES_OVER_GL
  28. highp mat4 transpose(highp mat4 src) {
  29. return mat4(
  30. vec4(src[0].x, src[1].x, src[2].x, src[3].x),
  31. vec4(src[0].y, src[1].y, src[2].y, src[3].y),
  32. vec4(src[0].z, src[1].z, src[2].z, src[3].z),
  33. vec4(src[0].w, src[1].w, src[2].w, src[3].w));
  34. }
  35. #endif