diff --git a/glm/core/_swizzle.hpp b/glm/core/_swizzle.hpp index 439ac028..007ca533 100644 --- a/glm/core/_swizzle.hpp +++ b/glm/core/_swizzle.hpp @@ -56,9 +56,12 @@ namespace detail Template parameters: ValueType = type of scalar values (e.g. float, double) - VecType = class the swizzle is applies to (e.g. vector3f) + VecType = class the swizzle is applies to (e.g. tvec3) N = number of components in the vector (e.g. 3) E0...3 = what index the n-th element of this swizzle refers to in the unswizzled vec + + DUPLICATE_ELEMENTS = 1 if there is a repeated element, 0 otherwise (used to specialize swizzles + containing duplicate elements so that they cannot be used as r-values). */ template struct swizzle_base @@ -69,11 +72,8 @@ namespace detail swizzle_base& operator= (const ValueType& t) { - static const int offset_dst[4] = { E0, E1, E2, E3 }; - for (int i = 0; i < N; ++i) - elem(offset_dst[i]) = t; - + (*this)[i] = t; return *this; } @@ -118,18 +118,29 @@ namespace detail _apply_op(that, op()); } + value_type& operator[] (size_t i) + { + static const int offset_dst[4] = { E0, E1, E2, E3 }; + return elem(offset_dst[i]); + } + value_type operator[] (size_t) const + { + static const int offset_dst[4] = { E0, E1, E2, E3 }; + return elem(offset_dst[i]); + } + protected: template void _apply_op(const VecType& that, T op) { - static const int offset_dst[4] = { E0, E1, E2, E3 }; - - // Make a copy of the data in this == &that + // Make a copy of the data in this == &that. + // The copier should optimize out the copy in cases where the function is + // properly inlined and the copy is not necessary. ValueType t[N]; for (int i = 0; i < N; ++i) t[i] = that[i]; for (int i = 0; i < N; ++i) - op( elem(offset_dst[i]), t[i] ); + op( (*this)[i], t[i] ); } value_type& elem (size_t i) { return (reinterpret_cast(_buffer))[i]; } @@ -141,6 +152,7 @@ namespace detail char _buffer[sizeof(value_type) * N]; }; + //! Specialization for swizzles containing duplicate elements. These cannot be modified. template struct swizzle_base { @@ -150,6 +162,12 @@ namespace detail struct Stub {}; swizzle_base& operator= (const Stub& that) {} + + value_type operator[] (size_t) const + { + static const int offset_dst[4] = { E0, E1, E2, E3 }; + return elem(offset_dst[i]); + } protected: value_type& elem (size_t i) { return (reinterpret_cast(_buffer))[i]; } @@ -257,6 +275,9 @@ namespace detail #define _GLM_SWIZZLE_TYPE1 glm::detail::swizzle_base #define _GLM_SWIZZLE_TYPE2 glm::detail::swizzle_base +// +// Wrapper for a binary operator (e.g. u.yy + v.zy) +// #define _GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(OPERAND)\ _GLM_SWIZZLE_TEMPLATE2 \ typename P operator OPERAND ( const _GLM_SWIZZLE_TYPE1& a, const _GLM_SWIZZLE_TYPE2& b) \ @@ -274,6 +295,9 @@ namespace detail return a OPERAND static_cast(b).cast(); \ } +// +// Wrapper for a operand between a swizzle and a binary (e.g. 1.0f - u.xyz) +// #define _GLM_SWIZZLE_SCALAR_BINARY_OPERATOR_IMPLEMENTATION(OPERAND)\ _GLM_SWIZZLE_TEMPLATE1 \ typename P operator OPERAND ( const _GLM_SWIZZLE_TYPE1& a, const typename T& b) \ @@ -286,6 +310,10 @@ namespace detail return a OPERAND static_cast(b).cast(); \ } +// +// Macro for wrapping a function taking one argument (e.g. abs()) +// Needs to wrap all 12 swizzle types. +// #define _GLM_SWIZZLE_FUNCTION_1_ARGS(RETURN_TYPE,FUNCTION)\ template \ typename glm::detail::swizzle2::RETURN_TYPE FUNCTION(const glm::detail::swizzle2& a) \ @@ -333,6 +361,14 @@ namespace detail return FUNCTION(a.cast()); \ } +// +// Macro for wrapping a function taking two vector arguments (e.g. dot()). +// +// Needs to wrap all 12 swizzle types when the same type is passed as +// both arguments (u.xyz, v.xyz), wrappers for when the arguments are +// different types (u.xyz, v.yyx), and lastly wrappers for swizzle/unswizzled +// combinations (u.xyz, v). +// #define _GLM_SWIZZLE_FUNCTION_2_ARGS(RETURN_TYPE,FUNCTION)\ _GLM_SWIZZLE_TEMPLATE2\ typename S0::RETURN_TYPE FUNCTION(const typename _GLM_SWIZZLE_TYPE1& a, const typename _GLM_SWIZZLE_TYPE2& b)\ @@ -400,6 +436,9 @@ namespace detail return FUNCTION(a.cast(), b.cast()); \ } +// +// Macro for wrapping a function take 2 vec arguments followed by a scalar (e.g. mix()). +// #define _GLM_SWIZZLE_FUNCTION_2_ARGS_SCALAR(RETURN_TYPE,FUNCTION)\ _GLM_SWIZZLE_TEMPLATE2\ typename S0::RETURN_TYPE FUNCTION(const typename _GLM_SWIZZLE_TYPE1& a, const typename _GLM_SWIZZLE_TYPE2& b, const typename S0::value_type& c)\ @@ -483,16 +522,26 @@ namespace glm _GLM_SWIZZLE_VECTOR_BINARY_OPERATOR_IMPLEMENTATION(/) } - _GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, abs); - _GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, acos); - _GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, acosh); - _GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, all); - _GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, any); + // + // Swizzles are distinct types from the unswizzled type. The below macros will + // provide template specializations for the swizzle types for the given functions + // so that the compiler does not have any ambiguity to choosing how to handle + // the function. + // + // The alternative is to use the operator()() when calling the function in order + // to explicitly convert the swizzled type to the unswizzled type. + // + + //_GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, abs); + //_GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, acos); + //_GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, acosh); + //_GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, all); + //_GLM_SWIZZLE_FUNCTION_1_ARGS(vec_type, any); - _GLM_SWIZZLE_FUNCTION_2_ARGS(value_type, dot); - _GLM_SWIZZLE_FUNCTION_2_ARGS(vec_type, cross); - _GLM_SWIZZLE_FUNCTION_2_ARGS(vec_type, step); - _GLM_SWIZZLE_FUNCTION_2_ARGS_SCALAR(vec_type, mix); + //_GLM_SWIZZLE_FUNCTION_2_ARGS(value_type, dot); + //_GLM_SWIZZLE_FUNCTION_2_ARGS(vec_type, cross); + //_GLM_SWIZZLE_FUNCTION_2_ARGS(vec_type, step); + //_GLM_SWIZZLE_FUNCTION_2_ARGS_SCALAR(vec_type, mix); } diff --git a/test/core/core_type_vec3.cpp b/test/core/core_type_vec3.cpp index fb7add27..23e4d04a 100644 --- a/test/core/core_type_vec3.cpp +++ b/test/core/core_type_vec3.cpp @@ -200,347 +200,45 @@ int test_vec3_swizzle_functions() { int Error = 0; - // vec3 - working as expected + // + // NOTE: template functions cannot pick up the implicit conversion from + // a swizzle to the unswizzled type, therefore the operator() must be + // used. E.g.: + // + // glm::dot(u.xy, v.xy); <--- Compile error + // glm::dot(u.xy(), v.xy()); <--- Compiles correctly + // + + float r; + + // vec2 + glm::vec2 a(1, 2); + glm::vec2 b(10, 20); + r = glm::dot(a, b); Error += (int(r) == 50) ? 0 : 1; + r = glm::dot(a.xy(), b.xy()); Error += (int(r) == 50) ? 0 : 1; + r = glm::dot(a.xy(), b.yy()); Error += (int(r) == 60) ? 0 : 1; + + // vec3 glm::vec3 q, u, v; u = glm::vec3(1, 2, 3); v = glm::vec3(10, 20, 30); - glm::dot(u, v); - glm::dot(u.xyz, v.zyz); - glm::dot(u, v.zyx); - glm::dot(u.xyz, v); - - // vec2 - not working! how is vec3 working and not vec2? - glm::vec2 a, b; - glm::dot(a, b); - glm::dot(a.xy, b.yy); - glm::dot(a.xy, b.xy); - glm::dot(u.xy, v.xy); - - glm::dot(glm::vec4(1,2,3,4).xyz, v); - - glm::vec4 r, s, t; - - r = glm::vec4(1, 2, 3, 4); - s = glm::vec4(10, 20, 30, 40); - - glm::dot(r, s); - glm::dot(r.xyzw, s.xyzw); - glm::dot(r.xyz, s.xyz); - - glm::cross(u, v); - glm::cross(u.zyx, v); - glm::cross(u.xxz, v.yyx); + r = glm::dot(u, v); Error += (int(r) == 140) ? 0 : 1; + r = glm::dot(u.xyz(), v.zyz()); Error += (int(r) == 160) ? 0 : 1; + r = glm::dot(u, v.zyx()); Error += (int(r) == 100) ? 0 : 1; + r = glm::dot(u.xyz(), v); Error += (int(r) == 140) ? 0 : 1; + r = glm::dot(u.xy(), v.xy()); Error += (int(r) == 50) ? 0 : 1; + + // vec4 + glm::vec4 s, t; + s = glm::vec4(1, 2, 3, 4); + t = glm::vec4(10, 20, 30, 40); + r = glm::dot(s, t); Error += (int(r) == 300) ? 0 : 1; + r = glm::dot(s.xyzw(), t.xyzw()); Error += (int(r) == 300) ? 0 : 1; + r = glm::dot(s.xyz(), t.xyz()); Error += (int(r) == 140) ? 0 : 1; return Error; } -#if 1 -using namespace glm; - -// -// GLSL textureless classic 4D noise "cnoise", -// with an RSL-style periodic variant "pnoise". -// Author: Stefan Gustavson (stefan.gustavson@liu.se) -// Version: 2011-08-22 -// -// Many thanks to Ian McEwan of Ashima Arts for the -// ideas for permutation and gradient selection. -// -// Copyright (c) 2011 Stefan Gustavson. All rights reserved. -// Distributed under the MIT license. See LICENSE file. -// https://github.com/ashima/webgl-noise -// - -vec4 mod289(vec4 x) -{ - return x - floor(x * (1.0 / 289.0)) * 289.0; -} - -vec4 permute(vec4 x) -{ - return mod289(((x*34.0)+1.0)*x); -} - -vec4 taylorInvSqrt(vec4 r) -{ - return 1.79284291400159 - 0.85373472095314 * r; -} - -vec4 fade(vec4 t) { - return t*t*t*(t*(t*6.0-15.0)+10.0); -} - -// Classic Perlin noise -float cnoise(vec4 P) -{ - vec4 Pi0 = floor(P); // Integer part for indexing - vec4 Pi1 = Pi0 + 1.0; // Integer part + 1 - Pi0 = mod289(Pi0); - Pi1 = mod289(Pi1); - vec4 Pf0 = fract(P); // Fractional part for interpolation - vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0 - vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); - vec4 iy = vec4(Pi0.yy(), Pi1.yy()); - vec4 iz0 = vec4(Pi0.zzzz()); - vec4 iz1 = vec4(Pi1.zzzz()); - vec4 iw0 = vec4(Pi0.wwww()); - vec4 iw1 = vec4(Pi1.wwww); - - vec4 ixy = permute(permute(ix) + iy); - vec4 ixy0 = permute(ixy + iz0); - vec4 ixy1 = permute(ixy + iz1); - vec4 ixy00 = permute(ixy0 + iw0); - vec4 ixy01 = permute(ixy0 + iw1); - vec4 ixy10 = permute(ixy1 + iw0); - vec4 ixy11 = permute(ixy1 + iw1); - - vec4 gx00 = ixy00 * (1.0 / 7.0); - vec4 gy00 = floor(gx00) * (1.0 / 7.0); - vec4 gz00 = floor(gy00) * (1.0 / 6.0); - gx00 = fract(gx00) - 0.5; - gy00 = fract(gy00) - 0.5; - gz00 = fract(gz00) - 0.5; - vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00); - vec4 sw00 = step(gw00, vec4(0.0)); - gx00 -= sw00 * (step(0.0, gx00) - 0.5); - gy00 -= sw00 * (step(0.0, gy00) - 0.5); - - vec4 gx01 = ixy01 * (1.0 / 7.0); - vec4 gy01 = floor(gx01) * (1.0 / 7.0); - vec4 gz01 = floor(gy01) * (1.0 / 6.0); - gx01 = fract(gx01) - 0.5; - gy01 = fract(gy01) - 0.5; - gz01 = fract(gz01) - 0.5; - vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01); - vec4 sw01 = step(gw01, vec4(0.0)); - gx01 -= sw01 * (step(0.0, gx01) - 0.5); - gy01 -= sw01 * (step(0.0, gy01) - 0.5); - - vec4 gx10 = ixy10 * (1.0 / 7.0); - vec4 gy10 = floor(gx10) * (1.0 / 7.0); - vec4 gz10 = floor(gy10) * (1.0 / 6.0); - gx10 = fract(gx10) - 0.5; - gy10 = fract(gy10) - 0.5; - gz10 = fract(gz10) - 0.5; - vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10); - vec4 sw10 = step(gw10, vec4(0.0)); - gx10 -= sw10 * (step(0.0, gx10) - 0.5); - gy10 -= sw10 * (step(0.0, gy10) - 0.5); - - vec4 gx11 = ixy11 * (1.0 / 7.0); - vec4 gy11 = floor(gx11) * (1.0 / 7.0); - vec4 gz11 = floor(gy11) * (1.0 / 6.0); - gx11 = fract(gx11) - 0.5; - gy11 = fract(gy11) - 0.5; - gz11 = fract(gz11) - 0.5; - vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11); - vec4 sw11 = step(gw11, vec4(0.0)); - gx11 -= sw11 * (step(0.0, gx11) - 0.5); - gy11 -= sw11 * (step(0.0, gy11) - 0.5); - - vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x); - vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y); - vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z); - vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w); - vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x); - vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y); - vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z); - vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w); - vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x); - vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y); - vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z); - vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w); - vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x); - vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y); - vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z); - vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w); - - vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); - g0000 *= norm00.x; - g0100 *= norm00.y; - g1000 *= norm00.z; - g1100 *= norm00.w; - - vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); - g0001 *= norm01.x; - g0101 *= norm01.y; - g1001 *= norm01.z; - g1101 *= norm01.w; - - vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); - g0010 *= norm10.x; - g0110 *= norm10.y; - g1010 *= norm10.z; - g1110 *= norm10.w; - - vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); - g0011 *= norm11.x; - g0111 *= norm11.y; - g1011 *= norm11.z; - g1111 *= norm11.w; - - float n0000 = dot(g0000, Pf0); - float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw())); - float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw())); - float n1100 = dot(g1100, vec4(Pf1.xy(), Pf0.zw())); - float n0010 = dot(g0010, vec4(Pf0.xy(), Pf1.z, Pf0.w)); - float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); - float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz(), Pf0.w)); - float n1110 = dot(g1110, vec4(Pf1.xyz(), Pf0.w)); - float n0001 = dot(g0001, vec4(Pf0.xyz(), Pf1.w)); - float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz(), Pf1.w)); - float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); - float n1101 = dot(g1101, vec4(Pf1.xy(), Pf0.z, Pf1.w)); - float n0011 = dot(g0011, vec4(Pf0.xy(), Pf1.zw())); - float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw())); - float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw())); - float n1111 = dot(g1111, Pf1); - - vec4 fade_xyzw = fade(Pf0); - vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w); - vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w); - vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z); - vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y); - float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x); - return 2.2 * n_xyzw; -} - -// Classic Perlin noise, periodic version -float pnoise(vec4 P, vec4 rep) -{ - vec4 Pi0 = mod(floor(P), rep); // Integer part modulo rep - vec4 Pi1 = mod(Pi0 + 1.0, rep); // Integer part + 1 mod rep - Pi0 = mod289(Pi0); - Pi1 = mod289(Pi1); - vec4 Pf0 = fract(P); // Fractional part for interpolation - vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0 - vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); - vec4 iy = vec4(Pi0.yy(), Pi1.yy()); - vec4 iz0 = vec4(Pi0.zzzz()); - vec4 iz1 = vec4(Pi1.zzzz()); - vec4 iw0 = vec4(Pi0.wwww()); - vec4 iw1 = vec4(Pi1.wwww()); - - vec4 ixy = permute(permute(ix) + iy); - vec4 ixy0 = permute(ixy + iz0); - vec4 ixy1 = permute(ixy + iz1); - vec4 ixy00 = permute(ixy0 + iw0); - vec4 ixy01 = permute(ixy0 + iw1); - vec4 ixy10 = permute(ixy1 + iw0); - vec4 ixy11 = permute(ixy1 + iw1); - - vec4 gx00 = ixy00 * (1.0 / 7.0); - vec4 gy00 = floor(gx00) * (1.0 / 7.0); - vec4 gz00 = floor(gy00) * (1.0 / 6.0); - gx00 = fract(gx00) - 0.5; - gy00 = fract(gy00) - 0.5; - gz00 = fract(gz00) - 0.5; - vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00); - vec4 sw00 = step(gw00, vec4(0.0)); - gx00 -= sw00 * (step(0.0, gx00) - 0.5); - gy00 -= sw00 * (step(0.0, gy00) - 0.5); - - vec4 gx01 = ixy01 * (1.0 / 7.0); - vec4 gy01 = floor(gx01) * (1.0 / 7.0); - vec4 gz01 = floor(gy01) * (1.0 / 6.0); - gx01 = fract(gx01) - 0.5; - gy01 = fract(gy01) - 0.5; - gz01 = fract(gz01) - 0.5; - vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01); - vec4 sw01 = step(gw01, vec4(0.0)); - gx01 -= sw01 * (step(0.0, gx01) - 0.5); - gy01 -= sw01 * (step(0.0, gy01) - 0.5); - - vec4 gx10 = ixy10 * (1.0 / 7.0); - vec4 gy10 = floor(gx10) * (1.0 / 7.0); - vec4 gz10 = floor(gy10) * (1.0 / 6.0); - gx10 = fract(gx10) - 0.5; - gy10 = fract(gy10) - 0.5; - gz10 = fract(gz10) - 0.5; - vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10); - vec4 sw10 = step(gw10, vec4(0.0)); - gx10 -= sw10 * (step(0.0, gx10) - 0.5); - gy10 -= sw10 * (step(0.0, gy10) - 0.5); - - vec4 gx11 = ixy11 * (1.0 / 7.0); - vec4 gy11 = floor(gx11) * (1.0 / 7.0); - vec4 gz11 = floor(gy11) * (1.0 / 6.0); - gx11 = fract(gx11) - 0.5; - gy11 = fract(gy11) - 0.5; - gz11 = fract(gz11) - 0.5; - vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11); - vec4 sw11 = step(gw11, vec4(0.0)); - gx11 -= sw11 * (step(0.0, gx11) - 0.5); - gy11 -= sw11 * (step(0.0, gy11) - 0.5); - - vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x); - vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y); - vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z); - vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w); - vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x); - vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y); - vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z); - vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w); - vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x); - vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y); - vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z); - vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w); - vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x); - vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y); - vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z); - vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w); - - vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); - g0000 *= norm00.x; - g0100 *= norm00.y; - g1000 *= norm00.z; - g1100 *= norm00.w; - - vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); - g0001 *= norm01.x; - g0101 *= norm01.y; - g1001 *= norm01.z; - g1101 *= norm01.w; - - vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); - g0010 *= norm10.x; - g0110 *= norm10.y; - g1010 *= norm10.z; - g1110 *= norm10.w; - - vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); - g0011 *= norm11.x; - g0111 *= norm11.y; - g1011 *= norm11.z; - g1111 *= norm11.w; - - float n0000 = dot(g0000, Pf0); - float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw())); - float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw())); - float n1100 = dot(g1100, vec4(Pf1.xy(), Pf0.zw())); - float n0010 = dot(g0010, vec4(Pf0.xy(), Pf1.z, Pf0.w)); - float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); - float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz(), Pf0.w)); - float n1110 = dot(g1110, vec4(Pf1.xyz(), Pf0.w)); - float n0001 = dot(g0001, vec4(Pf0.xyz(), Pf1.w)); - float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz(), Pf1.w)); - float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); - float n1101 = dot(g1101, vec4(Pf1.xy(), Pf0.z, Pf1.w)); - float n0011 = dot(g0011, vec4(Pf0.xy(), Pf1.zw())); - float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw())); - float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw())); - float n1111 = dot(g1111, Pf1); - - vec4 fade_xyzw = fade(Pf0); - vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w); - vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w); - vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z); - vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y); - float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x); - return 2.2 * n_xyzw; - } -#endif - int main() { int Error = 0;