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Lines Matching refs:asFloat

177 void evalSequenceNoSideEffCase2	(ShaderEvalContext& ctx) { ctx.color.yz()	= sequenceNoSideEffCase2(ctx.in[0].z() > 0.0f, ctx.in[1].x() > 0.0f, ctx.in[2].swizzle(2, 1)).asFloat(); }
178 void evalSequenceNoSideEffCase3 (ShaderEvalContext& ctx) { ctx.color = sequenceNoSideEffCase3(ctx.in[0].swizzle(1, 2, 3, 0), ctx.in[1].swizzle(3, 2, 1, 0).asInt(), greaterThan(ctx.in[2].swizzle(0, 3, 2, 1), Vec4(0.0f, 0.0f, 0.0f, 0.0f))).asFloat(); }
181 void evalSequenceSideEffCase2 (ShaderEvalContext& ctx) { ctx.color.yz() = sequenceSideEffCase2(ctx.in[0].z() > 0.0f, ctx.in[1].x() > 0.0f, ctx.in[2].swizzle(2, 1)).asFloat(); }
182 void evalSequenceSideEffCase3 (ShaderEvalContext& ctx) { ctx.color = sequenceSideEffCase3(ctx.in[0].swizzle(1, 2, 3, 0), ctx.in[1].swizzle(3, 2, 1, 0).asInt(), greaterThan(ctx.in[2].swizzle(0, 3, 2, 1), Vec4(0.0f, 0.0f, 0.0f, 0.0f))).asFloat(); }
654 void eval_##FUNC_NAME##_bvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(greaterThan(c.in[0].swizzle(3, 1), Vec2(0.0f))).asFloat(); } \
655 void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.0f))).asFloat(); } \
656 void eval_##FUNC_NAME##_bvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(greaterThan(c.in[0].swizzle(1, 2, 3, 0), Vec4(0.0f))).asFloat(); }
660 void eval_##FUNC_NAME##_bvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(greaterThan(c.in[0].swizzle(3, 1), Vec2(0.0f)), greaterThan(c.in[1].swizzle(1, 0), Vec2(0.0f)), greaterThan(c.in[2].swizzle(2, 1), Vec2(0.0f))).asFloat(); } \
661 void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.0f)), greaterThan(c.in[1].swizzle(1, 2, 0), Vec3(0.0f)), greaterThan(c.in[2].swizzle(3, 1, 2), Vec3(0.0f))).asFloat(); } \
662 void eval_##FUNC_NAME##_bvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(greaterThan(c.in[0].swizzle(1, 2, 3, 0), Vec4(0.0f)), greaterThan(c.in[1].swizzle(3, 2, 1, 0), Vec4(0.0f)), greaterThan(c.in[2].swizzle(0, 3, 2, 1), Vec4(0.0f))).asFloat(); }
666 void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1).asInt()).asFloat(); } \
667 void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1).asInt()).asFloat(); } \
668 void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0).asInt()).asFloat(); }
672 void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1).asInt(), c.in[1].swizzle(1, 0).asInt()).asFloat(); } \
673 void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1).asInt(), c.in[1].swizzle(1, 2, 0).asInt()).asFloat(); } \
674 void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0).asInt(), c.in[1].swizzle(3, 2, 1, 0).asInt()).asFloat(); }
678 void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1).asInt(), c.in[1].swizzle(1, 0).asInt(), c.in[2].swizzle(2, 1).asInt()).asFloat(); } \
679 void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1).asInt(), c.in[1].swizzle(1, 2, 0).asInt(), c.in[2].swizzle(3, 1, 2).asInt()).asFloat(); } \
680 void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0).asInt(), c.in[1].swizzle(3, 2, 1, 0).asInt(), c.in[2].swizzle(0, 3, 2, 1).asInt()).asFloat(); }
708 void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1).asInt(), (int)c.in[1].x()).asFloat(); } \
709 void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1).asInt(), (int)c.in[1].x()).asFloat(); } \
710 void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0).asInt(), (int)c.in[1].x()).asFloat(); }
713 void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME((int)c.in[0].z(), c.in[1].swizzle(1, 0).asInt()).asFloat(); } \
714 asFloat(); } \
715 void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME((int)c.in[0].z(), c.in[1].swizzle(3, 2, 1, 0).asInt()).asFloat(); }
743 void eval_selection_ivec2 (ShaderEvalContext& c) { c.color.yz() = selection(c.in[0].z() > 0.0f, c.in[1].swizzle(1, 0).asInt(), c.in[2].swizzle(2, 1).asInt()).asFloat(); }
744 void eval_selection_ivec3 (ShaderEvalContext& c) { c.color.xyz() = selection(c.in[0].z() > 0.0f, c.in[1].swizzle(1, 2, 0).asInt(), c.in[2].swizzle(3, 1, 2).asInt()).asFloat(); }
745 void eval_selection_ivec4 (ShaderEvalContext& c) { c.color = selection(c.in[0].z() > 0.0f, c.in[1].swizzle(3, 2, 1, 0).asInt(), c.in[2].swizzle(0, 3, 2, 1).asInt()).asFloat(); }
753 void eval_selection_bvec2 (ShaderEvalContext& c) { c.color.yz() = selection(c.in[0].z() > 0.0f, greaterThan(c.in[1].swizzle(1, 0), Vec2(0.0f, 0.0f)), greaterThan(c.in[2].swizzle(2, 1), Vec2(0.0f, 0.0f))).asFloat(); }
754 void eval_selection_bvec3 (ShaderEvalContext& c) { c.color.xyz() = selection(c.in[0].z() > 0.0f, greaterThan(c.in[1].swizzle(1, 2, 0), Vec3(0.0f, 0.0f, 0.0f)), greaterThan(c.in[2].swizzle(3, 1, 2), Vec3(0.0f, 0.0f, 0.0f))).asFloat(); }
755 void eval_selection_bvec4 (ShaderEvalContext& c) { c.color = selection(c.in[0].z() > 0.0f, greaterThan(c.in[1].swizzle(3, 2, 1, 0), Vec4(0.0f, 0.0f, 0.0f, 0.0f)), greaterThan(c.in[2].swizzle(0, 3, 2, 1), Vec4(0.0f, 0.0f, 0.0f, 0.0f))).asFloat(); }
841 void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, 1), c.in[1].swizzle(1, 0)).asFloat(); } \
842 void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2, 0, 1), c.in[1].swizzle(1, 2, 0)).asFloat(); } \
843 void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3, 0), c.in[1].swizzle(3, 2, 1, 0)).asFloat(); }
853 void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(chopToInt(c.in[0].swizzle(3, 1)), chopToInt(c.in[1].swizzle(1, 0))).asFloat(); } \
854 void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(chopToInt(c.in[0].swizzle(2, 0, 1)), chopToInt(c.in[1].swizzle(1, 2, 0))).asFloat(); } \
855 void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(chopToInt(c.in[0].swizzle(1, 2, 3, 0)), chopToInt(c.in[1].swizzle(3, 2, 1, 0))).asFloat(); }
865 void eval_##FUNC_NAME##_bvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(greaterThan(c.in[0].swizzle(3, 1), Vec2(0.0f)), greaterThan(c.in[1].swizzle(1, 0), Vec2(0.0f))).asFloat(); } \
866 void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.0f)), greaterThan(c.in[1].swizzle(1, 2, 0), Vec3(0.0f))).asFloat(); } \
867 void eval_##FUNC_NAME##_bvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(greaterThan(c.in[0].swizzle(1, 2, 3, 0), Vec4(0.0f)), greaterThan(c.in[1].swizzle(3, 2, 1, 0), Vec4(0.0f))).asFloat(); }
900 void eval_##GLSL_NAME##_bvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(greaterThan(c.in[0].swizzle(3, 1), Vec2(0.0f))).asFloat(); } \
901 void eval_##GLSL_NAME##_bvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.0f))).asFloat(); } \
902 void eval_##GLSL_NAME##_bvec4 (ShaderEvalContext& c) { c.color.xyzw() = FUNC_NAME(greaterThan(c.in[0].swizzle(1, 2, 3, 0), Vec4(0.0f))).asFloat(); }