SPIRV-Cross/reference/shaders-no-opt/asm/frag/unordered-compare.asm.frag
Hans-Kristian Arntzen 14a4b087fb GLSL: Support unordered floating point compare.
There is no direct way to express this, so invert boolean results to
force any NaN -> true. glslang emits Ordered compare instructions
everywhere, and the GLSL spec is not clear on this, so assume this is
fine.
2019-10-14 13:48:22 +02:00

34 lines
952 B
GLSL

#version 450
layout(location = 0) in vec4 A;
layout(location = 1) in vec4 B;
layout(location = 0) out vec4 FragColor;
vec4 test_vector()
{
bvec4 le = not(greaterThanEqual(A, B));
bvec4 leq = not(greaterThan(A, B));
bvec4 ge = not(lessThanEqual(A, B));
bvec4 geq = not(lessThan(A, B));
bvec4 eq = not(notEqual(A, B));
bvec4 neq = not(equal(A, B));
return ((((mix(vec4(0.0), vec4(1.0), le) + mix(vec4(0.0), vec4(1.0), leq)) + mix(vec4(0.0), vec4(1.0), ge)) + mix(vec4(0.0), vec4(1.0), geq)) + mix(vec4(0.0), vec4(1.0), eq)) + mix(vec4(0.0), vec4(1.0), neq);
}
float test_scalar()
{
bool le = !(A.x >= B.x);
bool leq = !(A.x > B.x);
bool ge = !(A.x <= B.x);
bool geq = !(A.x < B.x);
bool eq = !(A.x != B.x);
bool neq = !(A.x == B.x);
return ((((float(le) + float(leq)) + float(ge)) + float(geq)) + float(eq)) + float(neq);
}
void main()
{
FragColor = test_vector() + vec4(test_scalar());
}