Stamp out all variants for mod().
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71
reference/shaders-hlsl/frag/mod.frag
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71
reference/shaders-hlsl/frag/mod.frag
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@ -0,0 +1,71 @@
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static float4 a4;
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static float4 b4;
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static float3 a3;
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static float3 b3;
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static float2 a2;
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static float2 b2;
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static float a1;
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static float b1;
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static float4 FragColor;
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struct SPIRV_Cross_Input
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{
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float4 a4 : TEXCOORD0;
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float3 a3 : TEXCOORD1;
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float2 a2 : TEXCOORD2;
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float a1 : TEXCOORD3;
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float4 b4 : TEXCOORD4;
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float3 b3 : TEXCOORD5;
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float2 b2 : TEXCOORD6;
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float b1 : TEXCOORD7;
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};
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struct SPIRV_Cross_Output
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{
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float4 FragColor : SV_Target0;
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};
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float mod(float x, float y)
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{
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return x - y * floor(x / y);
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}
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float2 mod(float2 x, float2 y)
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{
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return x - y * floor(x / y);
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}
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float3 mod(float3 x, float3 y)
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{
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return x - y * floor(x / y);
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}
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float4 mod(float4 x, float4 y)
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{
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return x - y * floor(x / y);
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}
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void frag_main()
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{
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float4 m0 = mod(a4, b4);
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float3 m1 = mod(a3, b3);
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float2 m2 = mod(a2, b2);
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float m3 = mod(a1, b1);
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FragColor = ((m0 + m1.xyzx) + m2.xyxy) + float4(m3, m3, m3, m3);
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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a4 = stage_input.a4;
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b4 = stage_input.b4;
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a3 = stage_input.a3;
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b3 = stage_input.b3;
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a2 = stage_input.a2;
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b2 = stage_input.b2;
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a1 = stage_input.a1;
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b1 = stage_input.b1;
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frag_main();
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SPIRV_Cross_Output stage_output;
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stage_output.FragColor = FragColor;
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return stage_output;
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}
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22
shaders-hlsl/frag/mod.frag
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22
shaders-hlsl/frag/mod.frag
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@ -0,0 +1,22 @@
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#version 310 es
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precision mediump float;
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layout(location = 0) in vec4 a4;
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layout(location = 1) in vec3 a3;
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layout(location = 2) in vec2 a2;
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layout(location = 3) in float a1;
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layout(location = 4) in vec4 b4;
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layout(location = 5) in vec3 b3;
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layout(location = 6) in vec2 b2;
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layout(location = 7) in float b1;
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layout(location = 0) out vec4 FragColor;
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void main()
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{
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vec4 m0 = mod(a4, b4);
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vec3 m1 = mod(a3, b3);
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vec2 m2 = mod(a2, b2);
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float m3 = mod(a1, b1);
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FragColor = m0 + m1.xyzx + m2.xyxy + m3;
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}
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@ -905,11 +905,18 @@ void CompilerHLSL::emit_resources()
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if (requires_op_fmod)
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{
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statement("float mod(float x, float y)");
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begin_scope();
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statement("return x - y * floor(x / y);");
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end_scope();
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statement("");
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static const char *types[] = {
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"float", "float2", "float3", "float4",
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};
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for (auto &type : types)
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{
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statement(type, " mod(", type, " x, ", type, " y)");
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begin_scope();
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statement("return x - y * floor(x / y);");
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end_scope();
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statement("");
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}
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}
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if (requires_textureProj)
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