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MESA GLSL Notes
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// Ran with MESA_GLSL=dump, "Mesa 11.0.0-devel (git-1bba29e) is supported" | |
#version 130 | |
uniform vec4 ua; | |
uniform vec4 ub; | |
float add(float a, float b) { | |
#if 1 // GOOD! (Inlined + this is the only one which does vector math!) | |
return a + b; | |
#endif | |
#if 0 // OKISH! (Puts a > 0.0 in a temporary) | |
float c = mix(a + b, a + b, a > 0.0); | |
return mix(c, a + b, a > 0.0); | |
#endif | |
#if 0 // OKISH! (CSEL) | |
return mix(a + b, a + b, a > 0.0); | |
#endif | |
#if 0 // OKISH! (CSEL, same as before) | |
return mix(a + b, a + b, greaterThan(a, 0.0)); | |
#endif | |
#if 0 // BAD! (IF + ASSIGN) | |
return (a > 0.0) ? a + b : a + b; | |
#endif | |
#if 0 // BAD! (IF + ASSIGN) | |
if (a > 0.0) { | |
return a + b; | |
} else { | |
return a + b; | |
} | |
#endif | |
} | |
vec4 add4(vec4 va, vec4 vb) { | |
#if 0 // TESTS | |
return vec4(add(va.x,vb.x), | |
add(va.y,vb.y), | |
add(va.z,vb.z), | |
add(va.w,vb.w)); | |
#endif | |
#if 1 // GOOD! (Inlined + vector math) | |
bvec4 vc = greaterThan(va, vec4(0.0)); | |
return mix(va, vb, vc); | |
#endif | |
} | |
void main() | |
{ | |
gl_Position = add4(ua,ub); | |
} |
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