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In absence of bitwise operators in WebGL 1.0, I used these methods as substitute.
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// CAUTION / / / CAUTION / / / CAUTION / / / CAUTION / / / CAUTION / / / CAUTION / / / CAUTION / / / | |
// Notice the for loops have a hardcoded values for how far they can go (32) | |
// This is a result of WEBGL not allowing while loops. Change the value to what you find appropriate! | |
// CAUTION / / / CAUTION / / / CAUTION / / / CAUTION / / / CAUTION / / / CAUTION / / / CAUTION / / / | |
// | |
// Hopefully this gives you the format for making your own operators such as XOR, NAND, etc. | |
// | |
// Adapted from this thread: | |
// https://scratch.mit.edu/discuss/topic/97026/ | |
int OR(int n1, int n2){ | |
float v1 = float(n1); | |
float v2 = float(n2); | |
int byteVal = 1; | |
int result = 0; | |
for(int i = 0; i < 32; i++){ | |
bool keepGoing = v1>0.0 || v2 > 0.0; | |
if(keepGoing){ | |
bool addOn = mod(v1, 2.0) > 0.0 || mod(v2, 2.0) > 0.0; | |
if(addOn){ | |
result += byteVal; | |
} | |
v1 = floor(v1 / 2.0); | |
v2 = floor(v2 / 2.0); | |
byteVal *= 2; | |
} else { | |
return result; | |
} | |
} | |
return result; | |
} | |
int AND(int n1, int n2){ | |
float v1 = float(n1); | |
float v2 = float(n2); | |
int byteVal = 1; | |
int result = 0; | |
for(int i = 0; i < 32; i++){ | |
bool keepGoing = v1>0.0 || v2 > 0.0; | |
if(keepGoing){ | |
bool addOn = mod(v1, 2.0) > 0.0 && mod(v2, 2.0) > 0.0; | |
if(addOn){ | |
result += byteVal; | |
} | |
v1 = floor(v1 / 2.0); | |
v2 = floor(v2 / 2.0); | |
byteVal *= 2; | |
} else { | |
return result; | |
} | |
} | |
return result; | |
} | |
int RShift(int num, float shifts){ | |
return int(floor(float(num) / pow(2.0, shifts))); | |
} |
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