Last active
June 6, 2020 21:04
-
-
Save kg/c125106d51e3e4dd6daddb84a416fe4a to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// 0(45) : error C7011: implicit cast from "float" to "int" | |
#version 120 | |
uniform vec4 vs_uniforms_vec4[12]; | |
uniform float vpFlip; | |
const vec4 vs_c12 = vec4(0.5, 0.159154935, 0.25, 6.283185478); | |
const vec4 vs_c13 = vec4(-3.141592739, -0.000000252, 0.00002476, -0.001388839); | |
const vec4 vs_c14 = vec4(0.041666641, 1.0, 0.0, 0.0); | |
vec4 vs_r0; | |
vec4 vs_r1; | |
vec4 vs_r2; | |
vec4 vs_r3; | |
vec4 vs_r4; | |
ivec4 vs_a0; | |
#define ARRAYBASE_4 0 | |
#define vs_c0 vs_uniforms_vec4[4] | |
#define vs_c1 vs_uniforms_vec4[5] | |
#define vs_c2 vs_uniforms_vec4[6] | |
#define vs_c3 vs_uniforms_vec4[7] | |
#define vs_c4 vs_uniforms_vec4[0] | |
#define vs_c8 vs_uniforms_vec4[8] | |
#define vs_c9 vs_uniforms_vec4[9] | |
#define vs_c10 vs_uniforms_vec4[10] | |
#define vs_c11 vs_uniforms_vec4[11] | |
attribute vec4 vs_v0; | |
attribute vec4 vs_v1; | |
attribute vec4 vs_v2; | |
attribute vec4 vs_v3; | |
attribute vec4 vs_v4; | |
attribute vec4 vs_v5; | |
attribute vec4 vs_v6; | |
#define vs_oPos gl_Position | |
#define vs_oD0 gl_FrontColor | |
#define vs_oD1 gl_FrontSecondaryColor | |
#define vs_oT0 gl_TexCoord[0] | |
#define vs_oT1 gl_TexCoord[1] | |
#define vs_oT2 gl_TexCoord[2] | |
void main() | |
{ | |
vs_r0 = vs_v1; | |
vs_r1.xy = -vs_r0.xy; | |
vs_r1.xy = vs_r0.zw + vs_r1.xy; | |
vs_r1.xy = vs_r1.xy; | |
vs_r1.z = vs_v4.x; | |
vs_r2.xy = vs_r1.xy; | |
// here????? 0(45) : error C7011: implicit cast from "float" to "int" | |
vs_a0.x = vs_r1.z; | |
vs_r1.zw = vs_uniforms_vec4[ARRAYBASE_4 + vs_a0.x].xy; | |
vs_r1.zw = vs_r2.xy * vs_r1.zw; | |
vs_r1.zw = vs_r1.zw; | |
vs_r1.zw = vs_r1.zw; | |
vs_r2.xy = vs_v1.xy; | |
vs_r2.xy = vs_r1.zw + vs_r2.xy; | |
vs_r3.x = vs_c12.x; | |
vs_r2.zw = vs_r3.xx * vs_c11.xy; | |
vs_r2.xy = vs_r2.xy + vs_r2.zw; | |
vs_oT0.xy = vs_r2.xy; | |
vs_r3 = vs_v2; | |
vs_r2.x = vs_v3.x; | |
vs_r4.xy = -vs_r1.zw; | |
vs_r1.zw = max(vs_r1.zw, vs_r4.xy); | |
vs_r4.xy = -vs_r1.xy; | |
vs_r1.xy = max(vs_r1.xy, vs_r4.xy); | |
vs_r1.xy = vs_r3.zw * vs_r1.xy; | |
vs_r1.xy = -vs_r1.xy; | |
vs_r1.xy = vs_r1.zw + vs_r1.xy; | |
vs_r1.xy = vs_r3.xy * vs_r1.xy; | |
vs_r1.xy = vs_r1.xy * vs_c10.xy; | |
vs_r1.zw = vs_r2.xx * vs_c12.yy; | |
vs_r1.zw = vs_r1.zw + vs_c12.zx; | |
vs_r2.xy = fract(vs_r1.zw); | |
vs_r1.zw = vs_r2.xy * vs_c12.ww; | |
vs_r1.zw = vs_r1.zw + vs_c13.xx; | |
vs_r1.zw = vs_r1.zw * vs_r1.zw; | |
vs_r2.xy = vs_r1.zw * vs_c13.yy; | |
vs_r2.xy = vs_r2.xy + vs_c13.zz; | |
vs_r2.xy = vs_r1.zw * vs_r2.xy; | |
vs_r2.xy = vs_r2.xy + vs_c13.ww; | |
vs_r2.xy = vs_r1.zw * vs_r2.xy; | |
vs_r2.xy = vs_r2.xy + vs_c14.xx; | |
vs_r2.xy = vs_r1.zw * vs_r2.xy; | |
vs_r2.xy = vs_r2.xy + -vs_c12.xx; | |
vs_r1.zw = vs_r1.zw * vs_r2.xy; | |
vs_r1.zw = vs_r1.zw + vs_c14.yy; | |
vs_r1.z = vs_r1.z; | |
vs_r1.w = vs_r1.w; | |
vs_r2.x = vs_r1.x * vs_r1.w; | |
vs_r2.y = vs_r1.y * vs_r1.z; | |
vs_r2.y = -vs_r2.y; | |
vs_r2.x = vs_r2.x + vs_r2.y; | |
vs_r1.x = vs_r1.x * vs_r1.z; | |
vs_r1.y = vs_r1.y * vs_r1.w; | |
vs_r2.y = vs_r1.x + vs_r1.y; | |
vs_r1.xy = -vs_r2.zw; | |
vs_r1.zw = vs_r2.xy + vs_r1.xy; | |
vs_r1.zw = vs_r1.zw; | |
vs_r2.xy = -vs_c9.xy; | |
vs_r1.zw = vs_r1.zw + vs_r2.xy; | |
vs_r1.zw = vs_r1.zw + vs_v0.xy; | |
vs_r3.xy = vs_r1.zw * vs_c8.xy; | |
vs_r1.zw = vs_v0.zz * vs_c14.yz; | |
vs_r3.zw = vs_r1.zw + vs_c14.zy; | |
vs_oPos.x = dot(vs_r3, vs_c0); | |
vs_oPos.y = dot(vs_r3, vs_c1); | |
vs_oPos.z = dot(vs_r3, vs_c2); | |
vs_oPos.w = dot(vs_r3, vs_c3); | |
vs_r1.zw = min(vs_r0.zw, vs_r0.xy); | |
vs_r1.zw = vs_r2.zw + vs_r1.zw; | |
vs_r0.xy = max(vs_r0.zw, vs_r0.xy); | |
vs_r0.xy = vs_r1.xy + vs_r0.xy; | |
vs_oT1.xy = vs_r1.zw; | |
vs_oT2.xy = vs_r0.xy; | |
vs_oD0 = vs_v5; | |
vs_oD1 = vs_v6; | |
gl_Position.y = gl_Position.y * vpFlip; | |
gl_Position.z = gl_Position.z * 2.0 - gl_Position.w; | |
} | |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment