⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 slang_120_core.gc

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 GC
📖 第 1 页 / 共 3 页
字号:
    );}mat3x4 __constructor(const mat2 m){   __retVal = mat3x4 (        m[0], 0., 0.,        m[1], 0., 0.,        0., 0., 1., 0.    );}mat4x2 __constructor(const mat4x2 m){   __retVal = m;}mat4x2 __constructor(const mat4x3 m){   __retVal = mat4x2 (        m[0].xy,        m[1].xy,        m[2].xy,        m[3].xy    );}mat4x2 __constructor(const mat4 m){   __retVal = mat4x2 (        m[0].xy,        m[1].xy,        m[2].xy,        m[3].xy    );}mat4x2 __constructor(const mat3x2 m){   __retVal = mat4x2 (        m[0],        m[1],        0., 0.    );}mat4x2 __constructor(const mat3 m){   __retVal = mat4x2 (        m[0].xy,        m[1].xy,        m[2].xy,        0., 0.    );}mat4x2 __constructor(const mat3x4 m){   __retVal = mat4x2 (        m[0].xy,        m[1].xy,        m[2].xy,        0., 0.    );}mat4x2 __constructor(const mat2 m){   __retVal = mat4x2 (        m[0],        m[1],        0., 0.,        0., 0.    );}mat4x2 __constructor(const mat2x3 m){   __retVal = mat4x2 (        m[0].xy,        m[1].xy,        0., 0.,        0., 0.    );}mat4x2 __constructor(const mat2x4 m){   __retVal = mat4x2 (        m[0].xy,        m[1].xy,        0., 0.,        0., 0.    );}mat4x3 __constructor(const mat4x3 m){   __retVal = m;}mat4x3 __constructor(const mat4 m){   __retVal = mat4x3 (        m[0].xyz,        m[1].xyz,        m[2].xyz,        m[3].xyz    );}mat4x3 __constructor(const mat3 m){   __retVal = mat4x3 (        m[0],        m[1],        m[2],        0., 0., 0.    );}mat4x3 __constructor(const mat3x4 m){   __retVal = mat4x3 (        m[0].xyz,        m[1].xyz,        m[2].xyz,        0., 0., 0.    );}mat4x3 __constructor(const mat4x2 m){   __retVal = mat4x3 (        m[0], 0.,        m[1], 0.,        m[2], 1.,        m[3], 0.    );}mat4x3 __constructor(const mat2x3 m){   __retVal = mat4x3 (        m[0],        m[1],        0., 0., 1.,        0., 0., 0.    );}mat4x3 __constructor(const mat3x2 m){   __retVal = mat4x3 (        m[0], 0.,        m[1], 0.,        m[2], 1.,        0., 0., 0.    );}mat4x3 __constructor(const mat2x4 m){   __retVal = mat4x3 (        m[0].xyz,        m[1].xyz,        0., 0., 1.,        0., 0., 0.    );}mat4x3 __constructor(const mat2 m){   __retVal = mat4x3 (        m[0], 0.,        m[1], 0.,        0., 0., 1.,        0., 0., 0.    );}mat4 __constructor(const mat4 m){   __retVal = m;}mat4 __constructor(const mat3x4 m){   __retVal = mat4 (        m[0],        m[1],        m[2],        0., 0., 0., 1.    );}mat4 __constructor(const mat4x3 m){   __retVal = mat4 (        m[0], 0.,        m[1], 0.,        m[2], 0.,        m[3], 1.    );}mat4 __constructor(const mat2x4 m){   __retVal = mat4 (        m[0],        m[1],        0., 0., 1., 0.,        0., 0., 0., 1.    );}mat4 __constructor(const mat4x2 m){   __retVal = mat4 (        m[0], 0., 0.,        m[1], 0., 0.,        m[2], 1., 0.,        m[3], 0., 1.    );}mat4 __constructor(const mat3 m){   __retVal = mat4 (        m[0], 0.,        m[1], 0.,        m[2], 0.,        0., 0., 0., 1.    );}mat4 __constructor(const mat2x3 m){   __retVal = mat4 (        m[0], 0.,        m[1], 0.,        0., 0., 1., 0.,        0., 0., 0., 1.    );}mat4 __constructor(const mat3x2 m){   __retVal = mat4 (        m[0], 0., 0.,        m[1], 0., 0.,        m[2], 1., 0.,        0., 0., 0., 1.    );}mat4 __constructor(const mat2 m){   __retVal = mat4 (        m[0], 0., 0.,        m[1], 0., 0.,        0., 0., 1., 0.,        0., 0., 0., 1.    );}void __operator += (inout mat2x3 m, const mat2x3 n) {    m[0] += n[0];    m[1] += n[1];}void __operator += (inout mat2x4 m, const mat2x4 n) {    m[0] += n[0];    m[1] += n[1];}void __operator += (inout mat3x2 m, const mat3x2 n) {    m[0] += n[0];    m[1] += n[1];    m[2] += n[2];}void __operator += (inout mat3x4 m, const mat3x4 n) {    m[0] += n[0];    m[1] += n[1];    m[2] += n[2];}void __operator += (inout mat4x2 m, const mat4x2 n) {    m[0] += n[0];    m[1] += n[1];    m[2] += n[2];    m[3] += n[3];}void __operator += (inout mat4x3 m, const mat4x3 n) {    m[0] += n[0];    m[1] += n[1];    m[2] += n[2];    m[3] += n[3];}void __operator -= (inout mat2x3 m, const mat2x3 n) {    m[0] -= n[0];    m[1] -= n[1];}void __operator -= (inout mat2x4 m, const mat2x4 n) {    m[0] -= n[0];    m[1] -= n[1];}void __operator -= (inout mat3x2 m, const mat3x2 n) {    m[0] -= n[0];    m[1] -= n[1];    m[2] -= n[2];}void __operator -= (inout mat3x4 m, const mat3x4 n) {    m[0] -= n[0];    m[1] -= n[1];    m[2] -= n[2];}void __operator -= (inout mat4x2 m, const mat4x2 n) {    m[0] -= n[0];    m[1] -= n[1];    m[2] -= n[2];    m[3] -= n[3];}void __operator -= (inout mat4x3 m, const mat4x3 n) {    m[0] -= n[0];    m[1] -= n[1];    m[2] -= n[2];    m[3] -= n[3];}void __operator /= (inout mat2x3 m, const mat2x3 n) {    m[0] /= n[0];    m[1] /= n[1];}void __operator /= (inout mat2x4 m, const mat2x4 n) {    m[0] /= n[0];    m[1] /= n[1];}void __operator /= (inout mat3x2 m, const mat3x2 n) {    m[0] /= n[0];    m[1] /= n[1];    m[2] /= n[2];}void __operator /= (inout mat3x4 m, const mat3x4 n) {    m[0] /= n[0];    m[1] /= n[1];    m[2] /= n[2];}void __operator /= (inout mat4x2 m, const mat4x2 n) {    m[0] /= n[0];    m[1] /= n[1];    m[2] /= n[2];    m[3] /= n[3];}void __operator /= (inout mat4x3 m, const mat4x3 n) {    m[0] /= n[0];    m[1] /= n[1];    m[2] /= n[2];    m[3] /= n[3];}vec3 __operator * (const mat2x3 m, const vec2 v){   __retVal.x = v.x * m[0].x + v.y * m[1].x;   __retVal.y = v.x * m[0].y + v.y * m[1].y;   __retVal.z = v.x * m[0].z + v.y * m[1].z;}vec4 __operator * (const mat2x4 m, const vec2 v){   __retVal.x = v.x * m[0].x + v.y * m[1].x;   __retVal.y = v.x * m[0].y + v.y * m[1].y;   __retVal.z = v.x * m[0].z + v.y * m[1].z;   __retVal.w = v.x * m[0].w + v.y * m[1].w;}vec2 __operator * (const mat3x2 m, const vec3 v){   __retVal.x = v.x * m[0].x + v.y * m[1].x + v.z * m[2].x;   __retVal.y = v.x * m[0].y + v.y * m[1].y + v.z * m[2].y;}vec4 __operator * (const mat3x4 m, const vec3 v){   __retVal.x = v.x * m[0].x + v.y * m[1].x + v.z * m[2].x;   __retVal.y = v.x * m[0].y + v.y * m[1].y + v.z * m[2].y;   __retVal.z = v.x * m[0].z + v.y * m[1].z + v.z * m[2].z;   __retVal.w = v.x * m[0].w + v.y * m[1].w + v.z * m[2].w;}vec2 __operator * (const mat4x2 m, const vec4 v){   __retVal.x = v.x * m[0].x + v.y * m[1].x + v.z * m[2].x + v.w * m[3].x;   __retVal.y = v.x * m[0].y + v.y * m[1].y + v.z * m[2].y + v.w * m[3].y;}vec3 __operator * (const mat4x3 m, const vec4 v){   __retVal.x = v.x * m[0].x + v.y * m[1].x + v.z * m[2].x + v.w * m[3].x;   __retVal.y = v.x * m[0].y + v.y * m[1].y + v.z * m[2].y + v.w * m[3].y;   __retVal.z = v.x * m[0].z + v.y * m[1].z + v.z * m[2].z + v.w * m[3].z;}mat3x2 __operator * (const mat2 m, const mat3x2 n){   //return mat3x2 (m * n[0], m * n[1], m * n[2]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];   __retVal[2] = m * n[2];}mat4x2 __operator * (const mat2 m, const mat4x2 n){   //return mat4x2 (m * n[0], m * n[1], m * n[2], m * n[3]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];   __retVal[2] = m * n[2];   __retVal[3] = m * n[3];}mat2x3 __operator * (const mat2x3 m, const mat2 n){   //return mat2x3 (m * n[0], m * n[1]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];}mat3 __operator * (const mat2x3 m, const mat3x2 n){   //return mat3 (m * n[0], m * n[1], m * n[2]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];   __retVal[2] = m * n[2];}mat4x3 __operator * (const mat2x3 m, const mat4x2 n){   //return mat4x3 (m * n[0], m * n[1], m * n[2], m * n[3]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];   __retVal[2] = m * n[2];   __retVal[3] = m * n[3];}mat2x4 __operator * (const mat2x4 m, const mat2 n){   //return mat2x4 (m * n[0], m * n[1]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];}mat3x4 __operator * (const mat2x4 m, const mat3x2 n){   //return mat3x4 (m * n[0], m * n[1], m * n[2]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];   __retVal[2] = m * n[2];}mat4 __operator * (const mat2x4 m, const mat4x2 n){   //return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];   __retVal[2] = m * n[2];   __retVal[3] = m * n[3];}mat2 __operator * (const mat3x2 m, const mat2x3 n){   //return mat2 (m * n[0], m * n[1]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];}mat3x2 __operator * (const mat3x2 m, const mat3 n){   //return mat3x2 (m * n[0], m * n[1], m * n[2]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];   __retVal[2] = m * n[2];}mat4x2 __operator * (const mat3x2 m, const mat4x3 n){   //return mat4x2 (m * n[0], m * n[1], m * n[2], m * n[3]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];   __retVal[2] = m * n[2];   __retVal[3] = m * n[3];}mat2x3 __operator * (const mat3 m, const mat2x3 n){   //return mat2x3 (m * n[0], m * n[1]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];}mat4x3 __operator * (const mat3 m, const mat4x3 n){   //return mat4x3 (m * n[0], m * n[1], m * n[2], m * n[3]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];   __retVal[2] = m * n[2];   __retVal[3] = m * n[3];}mat2x4 __operator * (const mat3x4 m, const mat2x3 n){   //return mat2x4 (m * n[0], m * n[1]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];}mat3x4 __operator * (const mat3x4 m, const mat3 n){   //return mat3x4 (m * n[0], m * n[1], m * n[2]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];   __retVal[2] = m * n[2];}mat4 __operator * (const mat3x4 m, const mat4x3 n){   //return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];   __retVal[2] = m * n[2];   __retVal[3] = m * n[3];}mat2 __operator * (const mat4x2 m, const mat2x4 n){   //return = mat2 (m * n[0], m * n[1]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];}mat3x2 __operator * (const mat4x2 m, const mat3x4 n){   //return mat3x2 (m * n[0], m * n[1], m * n[2]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];   __retVal[2] = m * n[2];}mat4x2 __operator * (const mat4x2 m, const mat4 n){   //return mat4x2 (m * n[0], m * n[1], m * n[2], m * n[3]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];   __retVal[2] = m * n[2];   __retVal[3] = m * n[3];}mat2x3 __operator * (const mat4x3 m, const mat2x4 n){   //return mat2x3 (m * n[0], m * n[1]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];}mat3 __operator * (const mat4x3 m, const mat3x4 n){   //return mat3 (m * n[0], m * n[1], m * n[2]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];   __retVal[2] = m * n[2];}mat4x3 __operator * (const mat4x3 m, const mat4 n){   //return mat4x3 (m * n[0], m * n[1], m * n[2], m * n[3]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];   __retVal[2] = m * n[2];   __retVal[3] = m * n[3];}mat2x4 __operator * (const mat4 m, const mat2x4 n){   //return mat2x4 (m * n[0], m * n[1]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];}mat3x4 __operator * (const mat4 m, const mat3x4 n){   //return mat3x4 (m * n[0], m * n[1], m * n[2]);   __retVal[0] = m * n[0];   __retVal[1] = m * n[1];   __retVal[2] = m * n[2];}void __operator *= (inout mat2x3 m, const mat2 n) {    m = m * n;}void __operator *= (inout mat2x4 m, const mat2 n) {    m = m * n;}void __operator *= (inout mat3x2 m, const mat3 n) {    m = m * n;}void __operator *= (inout mat3x4 m, const mat3 n) {    m = m * n;}void __operator *= (inout mat4x2 m, const mat4 n) {    m = m * n;}void __operator *= (inout mat4x3 m, const mat4 n) {    m = m * n;}vec3 __operator * (const vec2 v, const mat3x2 m){   __retVal.x = dot(v, m[0]);   __retVal.y = dot(v, m[1]);   __retVal.z = dot(v, m[2]);}vec4 __operator * (const vec2 v, const mat4x2 m){   __retVal.x = dot(v, m[0]);

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -