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https://github.com/hajimehoshi/ebiten.git
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shaderir: Adopt the precision 10 for float literals
Adopted the same precision of (*math/big.Float).String().
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commit
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@ -1,7 +1,7 @@
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void main(void) {
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void main(void) {
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vec4 l0 = vec4(0);
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vec4 l0 = vec4(0);
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for (float l1 = 0.0; l1 < 4.0; l1++) {
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for (float l1 = 0.0; l1 < 4.0; l1++) {
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(l0).x = ((l0).x) + ((l1) * (1.000000000e-02));
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(l0).x = ((l0).x) + ((l1) * (1.0000000000e-02));
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}
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}
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gl_FragColor = l0;
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gl_FragColor = l0;
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return;
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return;
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@ -3,7 +3,7 @@ attribute vec2 A0;
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void main(void) {
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void main(void) {
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vec4 l0 = vec4(0);
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vec4 l0 = vec4(0);
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for (float l1 = 0.0; l1 < 4.0; l1++) {
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for (float l1 = 0.0; l1 < 4.0; l1++) {
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(l0).x = ((l0).x) + ((l1) * (1.000000000e-02));
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(l0).x = ((l0).x) + ((l1) * (1.0000000000e-02));
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}
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}
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gl_Position = l0;
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gl_Position = l0;
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return;
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return;
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@ -7,9 +7,9 @@ void F0(out vec4 l0) {
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float l3 = float(0);
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float l3 = float(0);
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float l4 = float(0);
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float l4 = float(0);
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l1 = 2;
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l1 = 2;
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l2 = 2.500000000e+00;
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l2 = 2.5000000000e+00;
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l3 = 2.500000000e+00;
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l3 = 2.5000000000e+00;
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l4 = 2.500000000e+00;
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l4 = 2.5000000000e+00;
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l0 = vec4(l1, l2, l3, l4);
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l0 = vec4(l1, l2, l3, l4);
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return;
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return;
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}
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}
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@ -20,9 +20,9 @@ void F1(out vec4 l0) {
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float l3 = float(0);
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float l3 = float(0);
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float l4 = float(0);
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float l4 = float(0);
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l1 = 2;
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l1 = 2;
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l2 = 2.500000000e+00;
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l2 = 2.5000000000e+00;
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l3 = 2.500000000e+00;
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l3 = 2.5000000000e+00;
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l4 = 2.500000000e+00;
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l4 = 2.5000000000e+00;
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l0 = vec4(l1, l2, l3, l4);
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l0 = vec4(l1, l2, l3, l4);
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return;
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return;
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}
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}
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@ -262,7 +262,7 @@ func constantToNumberLiteral(t shaderir.ConstType, v constant.Value) string {
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}
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}
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if i := constant.ToFloat(v); i.Kind() == constant.Float {
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if i := constant.ToFloat(v); i.Kind() == constant.Float {
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x, _ := constant.Float64Val(i)
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x, _ := constant.Float64Val(i)
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return fmt.Sprintf("%.9e", x)
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return fmt.Sprintf("%.10e", x)
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}
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}
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case shaderir.ConstTypeInt:
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case shaderir.ConstTypeInt:
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if i := constant.ToInt(v); i.Kind() == constant.Int {
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if i := constant.ToInt(v); i.Kind() == constant.Int {
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@ -268,7 +268,7 @@ func constantToNumberLiteral(t shaderir.ConstType, v constant.Value) string {
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}
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}
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if i := constant.ToFloat(v); i.Kind() == constant.Float {
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if i := constant.ToFloat(v); i.Kind() == constant.Float {
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x, _ := constant.Float64Val(i)
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x, _ := constant.Float64Val(i)
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return fmt.Sprintf("%.9e", x)
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return fmt.Sprintf("%.10e", x)
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}
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}
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case shaderir.ConstTypeInt:
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case shaderir.ConstTypeInt:
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if i := constant.ToInt(v); i.Kind() == constant.Int {
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if i := constant.ToInt(v); i.Kind() == constant.Int {
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