mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-26 11:48:55 +01:00
711 lines
12 KiB
Go
711 lines
12 KiB
Go
// Copyright 2020 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package shaderir_test
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import (
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"testing"
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. "github.com/hajimehoshi/ebiten/internal/shaderir"
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)
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func block(localVars []Type, stmts ...Stmt) Block {
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return Block{
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LocalVars: localVars,
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Stmts: stmts,
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}
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}
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func exprStmt(expr Expr) Stmt {
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return Stmt{
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Type: ExprStmt,
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Exprs: []Expr{expr},
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}
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}
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func blockStmt(block Block) Stmt {
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return Stmt{
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Type: BlockStmt,
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Blocks: []Block{block},
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}
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}
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func returnStmt(expr Expr) Stmt {
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return Stmt{
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Type: Return,
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Exprs: []Expr{expr},
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}
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}
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func assignStmt(lhs Expr, rhs Expr) Stmt {
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return Stmt{
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Type: Assign,
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Exprs: []Expr{lhs, rhs},
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}
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}
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func ifStmt(cond Expr, block Block, elseBlock Block) Stmt {
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return Stmt{
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Type: If,
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Exprs: []Expr{cond},
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Blocks: []Block{block, elseBlock},
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}
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}
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func forStmt(init, end int, op Op, delta int, block Block) Stmt {
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return Stmt{
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Type: For,
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Blocks: []Block{block},
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ForInit: init,
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ForEnd: end,
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ForOp: op,
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ForDelta: delta,
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}
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}
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func floatExpr(value float32) Expr {
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return Expr{
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Type: FloatExpr,
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Float: value,
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}
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}
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func uniformVariableExpr(index int) Expr {
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return Expr{
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Type: UniformVariable,
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Index: index,
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}
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}
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func localVariableExpr(index int) Expr {
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return Expr{
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Type: LocalVariable,
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Index: index,
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}
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}
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func builtinFuncExpr(f BuiltinFunc) Expr {
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return Expr{
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Type: BuiltinFuncExpr,
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BuiltinFunc: f,
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}
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}
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func swizzlingExpr(swizzling string) Expr {
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return Expr{
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Type: SwizzlingExpr,
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Swizzling: swizzling,
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}
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}
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func functionExpr(index int) Expr {
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return Expr{
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Type: FunctionExpr,
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Index: index,
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}
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}
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func binaryExpr(op Op, exprs ...Expr) Expr {
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return Expr{
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Type: Binary,
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Op: op,
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Exprs: exprs,
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}
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}
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func selectionExpr(cond, a, b Expr) Expr {
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return Expr{
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Type: Selection,
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Exprs: []Expr{cond, a, b},
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}
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}
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func callExpr(callee Expr, args ...Expr) Expr {
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return Expr{
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Type: Call,
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Exprs: append([]Expr{callee}, args...),
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}
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}
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func fieldSelectorExpr(a, b Expr) Expr {
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return Expr{
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Type: FieldSelector,
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Exprs: []Expr{a, b},
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}
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}
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func TestOutput(t *testing.T) {
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tests := []struct {
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Name string
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Program Program
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Glsl string
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}{
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{
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Name: "Empty",
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Program: Program{},
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Glsl: ``,
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},
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{
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Name: "Uniform",
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Program: Program{
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Uniforms: []Type{
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{Main: Float},
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},
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},
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Glsl: `uniform float U0;`,
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},
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{
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Name: "UniformStruct",
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Program: Program{
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Uniforms: []Type{
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{
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Main: Struct,
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Sub: []Type{
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{Main: Float},
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},
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},
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},
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},
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Glsl: `struct S0 {
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float M0;
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};
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uniform S0 U0;`,
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},
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{
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Name: "Vars",
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Program: Program{
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Uniforms: []Type{
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{Main: Float},
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},
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Attributes: []Type{
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{Main: Vec2},
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},
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Varyings: []Type{
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{Main: Vec3},
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},
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},
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Glsl: `uniform float U0;
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attribute vec2 A0;
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varying vec3 V0;`,
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},
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{
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Name: "Func",
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Program: Program{
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Funcs: []Func{
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{
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Index: 0,
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},
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},
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},
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Glsl: `void F0(void) {
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}`,
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},
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{
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Name: "FuncParams",
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Program: Program{
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Funcs: []Func{
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{
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Index: 0,
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InParams: []Type{
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{Main: Float},
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{Main: Vec2},
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{Main: Vec4},
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},
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InOutParams: []Type{
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{Main: Mat2},
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},
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OutParams: []Type{
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{Main: Mat4},
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},
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},
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},
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},
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Glsl: `void F0(in float l0, in vec2 l1, in vec4 l2, inout mat2 l3, out mat4 l4) {
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}`,
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},
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{
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Name: "FuncReturn",
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Program: Program{
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Funcs: []Func{
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{
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Index: 0,
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InParams: []Type{
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{Main: Float},
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},
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Return: Type{Main: Float},
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Block: block(
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nil,
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returnStmt(
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localVariableExpr(0),
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),
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),
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},
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},
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},
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Glsl: `float F0(in float l0) {
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return l0;
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}`,
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},
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{
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Name: "FuncLocals",
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Program: Program{
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Funcs: []Func{
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{
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Index: 0,
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InParams: []Type{
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{Main: Float},
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},
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InOutParams: []Type{
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{Main: Float},
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},
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OutParams: []Type{
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{Main: Float},
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},
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Block: block([]Type{
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{Main: Mat4},
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{Main: Mat4},
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}),
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},
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},
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},
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Glsl: `void F0(in float l0, inout float l1, out float l2) {
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mat4 l3;
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mat4 l4;
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}`,
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},
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{
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Name: "FuncBlocks",
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Program: Program{
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Funcs: []Func{
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{
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Index: 0,
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InParams: []Type{
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{Main: Float},
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},
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InOutParams: []Type{
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{Main: Float},
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},
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OutParams: []Type{
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{Main: Float},
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},
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Block: block(
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[]Type{
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{Main: Mat4},
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{Main: Mat4},
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},
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blockStmt(
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block(
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[]Type{
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{Main: Mat4},
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{Main: Mat4},
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},
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),
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),
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),
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},
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},
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},
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Glsl: `void F0(in float l0, inout float l1, out float l2) {
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mat4 l3;
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mat4 l4;
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{
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mat4 l5;
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mat4 l6;
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}
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}`,
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},
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{
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Name: "Add",
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Program: Program{
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Funcs: []Func{
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{
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Index: 0,
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InParams: []Type{
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{Main: Float},
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{Main: Float},
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},
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OutParams: []Type{
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{Main: Float},
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},
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Block: block(
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nil,
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assignStmt(
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localVariableExpr(2),
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binaryExpr(
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Add,
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localVariableExpr(0),
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localVariableExpr(1),
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),
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),
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),
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},
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},
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},
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Glsl: `void F0(in float l0, in float l1, out float l2) {
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l2 = (l0) + (l1);
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}`,
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},
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{
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Name: "Selection",
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Program: Program{
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Funcs: []Func{
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{
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Index: 0,
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InParams: []Type{
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{Main: Bool},
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{Main: Float},
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{Main: Float},
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},
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OutParams: []Type{
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{Main: Float},
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},
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Block: block(
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nil,
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assignStmt(
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localVariableExpr(3),
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selectionExpr(
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localVariableExpr(0),
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localVariableExpr(1),
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localVariableExpr(2),
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),
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),
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),
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},
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},
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},
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Glsl: `void F0(in bool l0, in float l1, in float l2, out float l3) {
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l3 = (l0) ? (l1) : (l2);
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}`,
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},
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{
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Name: "Call",
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Program: Program{
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Funcs: []Func{
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{
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Index: 0,
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InParams: []Type{
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{Main: Float},
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{Main: Float},
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},
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OutParams: []Type{
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{Main: Vec2},
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},
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Block: block(
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nil,
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exprStmt(
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callExpr(
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functionExpr(1),
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),
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),
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assignStmt(
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localVariableExpr(2),
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callExpr(
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functionExpr(2),
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localVariableExpr(0),
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localVariableExpr(1),
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),
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),
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),
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},
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},
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},
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Glsl: `void F0(in float l0, in float l1, out vec2 l2) {
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(F1)();
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l2 = (F2)(l0, l1);
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}`,
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},
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{
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Name: "BuiltinFunc",
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Program: Program{
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Funcs: []Func{
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{
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Index: 0,
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InParams: []Type{
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{Main: Float},
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{Main: Float},
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},
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OutParams: []Type{
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{Main: Float},
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},
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Block: block(
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nil,
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assignStmt(
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localVariableExpr(2),
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callExpr(
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builtinFuncExpr(Min),
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localVariableExpr(0),
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localVariableExpr(1),
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),
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),
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),
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},
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},
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},
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Glsl: `void F0(in float l0, in float l1, out float l2) {
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l2 = (min)(l0, l1);
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}`,
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},
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{
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Name: "FieldSelector",
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Program: Program{
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Funcs: []Func{
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{
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Index: 0,
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InParams: []Type{
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{Main: Vec4},
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},
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OutParams: []Type{
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{Main: Vec2},
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},
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Block: block(
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nil,
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assignStmt(
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localVariableExpr(1),
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fieldSelectorExpr(
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localVariableExpr(0),
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swizzlingExpr("xz"),
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),
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),
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),
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},
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},
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},
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Glsl: `void F0(in vec4 l0, out vec2 l1) {
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l1 = (l0).xz;
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}`,
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},
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{
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Name: "If",
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Program: Program{
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Funcs: []Func{
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{
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Index: 0,
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InParams: []Type{
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{Main: Float},
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{Main: Float},
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},
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OutParams: []Type{
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{Main: Float},
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},
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Block: block(
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nil,
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ifStmt(
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binaryExpr(
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EqualOp,
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localVariableExpr(0),
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floatExpr(0),
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),
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block(
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nil,
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assignStmt(
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localVariableExpr(2),
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localVariableExpr(0),
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),
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),
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block(
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nil,
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assignStmt(
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localVariableExpr(2),
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localVariableExpr(1),
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),
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),
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),
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),
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},
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},
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},
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Glsl: `void F0(in float l0, in float l1, out float l2) {
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if ((l0) == (0.000000000e+00)) {
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l2 = l0;
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} else {
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l2 = l1;
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}
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}`,
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},
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{
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Name: "For",
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Program: Program{
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Funcs: []Func{
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{
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Index: 0,
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InParams: []Type{
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{Main: Float},
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{Main: Float},
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},
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OutParams: []Type{
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{Main: Float},
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},
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Block: block(
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nil,
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forStmt(
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0,
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100,
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LessThanOp,
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1,
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block(
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nil,
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assignStmt(
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localVariableExpr(2),
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localVariableExpr(0),
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),
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),
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),
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),
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},
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},
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},
|
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Glsl: `void F0(in float l0, in float l1, out float l2) {
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for (int l3 = 0; l3 < 100; l3++) {
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l2 = l0;
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}
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}`,
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},
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{
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Name: "VertexFunc",
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Program: Program{
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Uniforms: []Type{
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{Main: Float},
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},
|
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Attributes: []Type{
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{Main: Vec4},
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{Main: Float},
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{Main: Vec2},
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},
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Varyings: []Type{
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{Main: Float},
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{Main: Vec2},
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},
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VertexFunc: VertexFunc{
|
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Block: block(
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nil,
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assignStmt(
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localVariableExpr(5),
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localVariableExpr(0),
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),
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assignStmt(
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localVariableExpr(3),
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localVariableExpr(1),
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),
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assignStmt(
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localVariableExpr(4),
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localVariableExpr(2),
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),
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),
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},
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},
|
|
Glsl: `uniform float U0;
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attribute vec4 A0;
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attribute float A1;
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attribute vec2 A2;
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varying float V0;
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varying vec2 V1;
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#if defined(COMPILING_VERTEX_SHADER)
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void main(void) {
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gl_Position = A0;
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V0 = A1;
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V1 = A2;
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}
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#endif`,
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},
|
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{
|
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Name: "FragmentFunc",
|
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Program: Program{
|
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Uniforms: []Type{
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{Main: Float},
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},
|
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Attributes: []Type{
|
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{Main: Vec4},
|
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{Main: Float},
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{Main: Vec2},
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},
|
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Varyings: []Type{
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{Main: Float},
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{Main: Vec2},
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},
|
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VertexFunc: VertexFunc{
|
|
Block: block(
|
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nil,
|
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assignStmt(
|
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localVariableExpr(5),
|
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localVariableExpr(0),
|
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),
|
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assignStmt(
|
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localVariableExpr(3),
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localVariableExpr(1),
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),
|
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assignStmt(
|
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localVariableExpr(4),
|
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localVariableExpr(2),
|
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),
|
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),
|
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},
|
|
FragmentFunc: FragmentFunc{
|
|
Block: block(
|
|
[]Type{
|
|
{Main: Vec2},
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{Main: Vec4},
|
|
{Main: Float},
|
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},
|
|
assignStmt(
|
|
localVariableExpr(5),
|
|
localVariableExpr(0),
|
|
),
|
|
assignStmt(
|
|
localVariableExpr(3),
|
|
localVariableExpr(1),
|
|
),
|
|
assignStmt(
|
|
localVariableExpr(4),
|
|
localVariableExpr(2),
|
|
),
|
|
),
|
|
},
|
|
},
|
|
Glsl: `uniform float U0;
|
|
attribute vec4 A0;
|
|
attribute float A1;
|
|
attribute vec2 A2;
|
|
varying float V0;
|
|
varying vec2 V1;
|
|
|
|
#if defined(COMPILING_VERTEX_SHADER)
|
|
void main(void) {
|
|
gl_Position = A0;
|
|
V0 = A1;
|
|
V1 = A2;
|
|
}
|
|
#endif
|
|
|
|
#if defined(COMPILING_FRAGMENT_SHADER)
|
|
void main(void) {
|
|
vec2 l0;
|
|
vec4 l1;
|
|
float l2;
|
|
l2 = V0;
|
|
l0 = V1;
|
|
l1 = gl_FragCoord;
|
|
}
|
|
#endif`,
|
|
},
|
|
}
|
|
for _, tc := range tests {
|
|
got := tc.Program.Glsl()
|
|
want := tc.Glsl + "\n"
|
|
if got != want {
|
|
t.Errorf("%s: got: %s, want: %s", tc.Name, got, want)
|
|
}
|
|
}
|
|
}
|