2017-04-11 23:30:08 +00:00
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float4 c4;
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float4 t4;
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float4 f4;
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float t;
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float f;
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float4 vectorCond()
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{
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2017-04-12 01:45:00 +00:00
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return (c4 ? t4 : f4) +
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2017-04-12 02:17:23 +00:00
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(c4 ? t : f ) +
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2017-04-21 03:32:16 +00:00
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(t4 < f4 ? t4 : f4) +
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(c4 ? t : f4);
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}
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float4 scalarCond()
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{
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float4 ret = t != f ? t * f4 : 1;
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return ret;
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2017-04-12 02:17:23 +00:00
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}
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float2 fbSelect(bool2 cnd, float2 src0, float2 src1)
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{
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return cnd ? src0 : src1;
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2017-04-11 23:30:08 +00:00
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}
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2016-07-27 16:39:57 +00:00
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float4 PixelShaderFunction(float4 input) : COLOR0
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{
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int a = 1 < 2 ? 3 < 4 ? 5 : 6 : 7;
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int b = 1 < 2 ? 3 > 4 ? 5 : 6 : 7;
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int c = 1 > 2 ? 3 > 4 ? 5 : 6 : 7;
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int d = 1 > 2 ? 3 < 4 ? 5 : 6 : 7;
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float4 ret = a * input +
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b * input +
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c * input +
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d * input;
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int e;
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e = a = b ? c = d : 10, b = a ? d = c : 11;
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float4 f;
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f = ret.x < input.y ? c * input : d * input;
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2023-07-18 15:35:36 +00:00
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uint g = d > 0.0 ? 0b010101u : 0u;
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uint h = g > 0.0 ? 0B111111u : 0u;
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uint i = h > 0.0 ? 0b0101u : 0B01;
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uint j = i > 0.0 ? 0xabcd : 0xbcda;
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2017-04-21 03:32:16 +00:00
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return e * ret + f + vectorCond() + scalarCond() +
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2017-04-12 02:17:23 +00:00
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float4(fbSelect(bool2(true, false), float2(1.0, 2.0), float2(3.0, 4.0)), 10.0, 10.0);
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2016-07-27 16:39:57 +00:00
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}
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