SPIRV-Cross/reference/shaders/asm/comp/logical.asm.comp
2017-03-20 22:45:40 +01:00

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#version 310 es
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(binding = 0, std430) buffer SSBO0
{
float a;
vec2 b;
vec3 c;
vec4 d;
} s0;
layout(binding = 1, std430) buffer SSBO1
{
float a;
vec2 b;
vec3 c;
vec4 d;
} s1;
bool and(bool a, bool b)
{
return !((a && b) || b);
}
bvec2 and(bvec2 a, bvec2 b)
{
bvec2 _98 = bvec2(a.x && b.x, a.y && b.y);
return not(bvec2(_98.x || b.x, _98.y || b.y));
}
bvec3 and(bvec3 a, bvec3 b)
{
return bvec3(a.x && b.x, a.y && b.y, a.z && b.z);
}
bvec4 and(bvec4 a, bvec4 b)
{
return bvec4(a.x && b.x, a.y && b.y, a.z && b.z, a.w && b.w);
}
void main()
{
bool param = isinf(s0.a);
bool param_1 = isnan(s1.a);
bool b0 = and(param, param_1);
bvec2 param_2 = isinf(s0.b);
bvec2 param_3 = isnan(s1.b);
bvec2 b1 = and(param_2, param_3);
bvec3 param_4 = isinf(s0.c);
bvec3 param_5 = isnan(s1.c);
bvec3 b2 = and(param_4, param_5);
bvec4 param_6 = isinf(s0.d);
bvec4 param_7 = isnan(s1.d);
bvec4 b3 = and(param_6, param_7);
}