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61 lines
1.9 KiB
GLSL
61 lines
1.9 KiB
GLSL
#version 450
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void main() {
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vec4 a = vec4(1.0);
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vec4 b = vec4(2.0);
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mat4 m = mat4(a, b, a, b);
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int i = 5;
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vec4 ceilOut = ceil(a);
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vec4 roundOut = round(a);
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vec4 floorOut = floor(a);
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vec4 fractOut = fract(a);
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vec4 truncOut = trunc(a);
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vec4 sinOut = sin(a);
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vec4 absOut = abs(a);
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vec4 sqrtOut = sqrt(a);
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vec4 inversesqrtOut = inversesqrt(a);
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vec4 expOut = exp(a);
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vec4 exp2Out = exp2(a);
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vec4 signOut = sign(a);
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mat4 transposeOut = transpose(m);
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// TODO: support inverse function in wgsl output
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// mat4 inverseOut = inverse(m);
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vec4 normalizeOut = normalize(a);
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vec4 sinhOut = sinh(a);
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vec4 cosOut = cos(a);
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vec4 coshOut = cosh(a);
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vec4 tanOut = tan(a);
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vec4 tanhOut = tanh(a);
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vec4 acosOut = acos(a);
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vec4 asinOut = asin(a);
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vec4 logOut = log(a);
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vec4 log2Out = log2(a);
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float lengthOut = length(a);
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float determinantOut = determinant(m);
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int bitCountOut = bitCount(i);
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int bitfieldReverseOut = bitfieldReverse(i);
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float atanOut = atan(a.x);
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float atan2Out = atan(a.x, a.y);
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float modOut = mod(a.x, b.x);
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vec4 powOut = pow(a, b);
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float dotOut = dot(a, b);
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vec4 maxOut = max(a, b);
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vec4 minOut = min(a, b);
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vec4 reflectOut = reflect(a, b);
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vec3 crossOut = cross(a.xyz, b.xyz);
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// TODO: support outerProduct function in wgsl output
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// mat4 outerProductOut = outerProduct(a, b);
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float distanceOut = distance(a, b);
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vec4 stepOut = step(a, b);
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// TODO: support out params in wgsl output
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// vec4 modfOut = modf(a, b);
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// vec4 frexpOut = frexp(a, b);
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float ldexpOut = ldexp(a.x, i);
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vec4 rad = radians(a);
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float deg = degrees(a.x);
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float smoothStepScalar = smoothstep(0.0, 1.0, 0.5);
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vec4 smoothStepVector = smoothstep(vec4(0.0), vec4(1.0), vec4(0.5));
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vec4 smoothStepMixed = smoothstep(0.0, 1.0, vec4(0.5));
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}
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