Open minggo opened 5 years ago
rename struct name and function name.
remove in/out storage qualifiers when generating msl.
add shader file for test.
[x] genType radians (genType degrees)
[x] genType degrees (genType radians)
[x] genType sin (genType angle)
[x] genType cos (genType angle)
[x] genType tan (genType angle)
[x] genType asin (genType x)
[x] genType acos (genType x)
[x] genType atan (genType y, genType x)
[x] genType atan (genType y_over_x)
[x] genType pow (genType x, genType y)
[x] genType exp (genType x)
[x] genType log (genType x)
[x] genType exp2 (genType x)
[x] genType log2 (genType x)
[x] genType sqrt (genType x)
[x] genType inversesqrt (genType x) --> convert to genType rsqrt(genType x)
[x] genType abs (genType x)
[x] genType sign (genType x)
[x] genType floor (genType x)
[x] genType ceil (genType x)
[x] genType fract (genType x)
[x] genType mod (genType x, float y) --> convert to genType fmod(genType x, float y)
[x] genType mod (genType x, genType y) --> convert to genType fmod(genType x, genType y)
[x] genType min (genType x, genType y)
[x] genType min (genType x, float y)
[x] genType max (genType x, genType y)
[x] genType max (genType x, float y)
[x] genType clamp (genType x, genType minVal, genType maxVal)
[x] genType clamp (genType x, float minVal, float maxVal)
[x] genType mix (genType x, genType y, genType a)
[x] genType mix (genType x, genType y, float a)
[x] genType step (genType edge, genType x)
[x] genType step (float edge, genType x)
[x] genType smoothstep (genType edge0, genType edge1, genType x)
[x] genType smoothstep (float edge0, float edge1, genType x)
[x] float length (genType x)
[x] float distance (genType p0, genType p1)
[x] float dot (genType x, genType y)
[x] vec3 cross (vec3 x, vec3 y)
[x] genType normalize (genType x)
[x] genType faceforward(genType N, genType I, genType Nref)
[x] genType reflect (genType I, genType N)
[x] genType refract(genType I, genType N, float eta)
[x] mat matrixCompMult (mat x, mat y)
[ ] bvec lessThan(vec x, vec y)
[ ] bvec lessThan(ivec x, ivec y)
[ ] bvec lessThanEqual(vec x, vec y)
[ ] bvec lessThanEqual(ivec x, ivec y)
[ ] bvec greaterThan(vec x, vec y)
[ ] bvec greaterThan(ivec x, ivec y)
[ ] bvec greaterThanEqual(vec x, vec y)
[ ] bvec greaterThanEqual(ivec x, ivec y)
[ ] bvec equal(vec x, vec y)
[ ] bvec equal(ivec x, ivec y)
[ ] bvec equal(bvec x, bvec y)
[ ] bvec notEqual(vec x, vec y)
[ ] bvec notEqual(ivec x, ivec y)
[ ] bvec notEqual(bvec x, bvec y)
[x] bool any(bvec x)
[x] bool all(bvec x)
[x] bvec not(bvec x)
[ ] vec4 texture2D (sampler2D sampler, vec2 coord )
[ ] vec4 texture2D (sampler2D sampler, vec2 coord, float bias)
[ ] vec4 texture2DProj (sampler2D sampler, vec3 coord )
[ ] vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias)
[ ] vec4 texture2DProj (sampler2D sampler, vec4 coord)
[ ] vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias)
[ ] vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod)
[ ] vec4 texture2DProjLod (sampler2D sampler, vec3 coord, float lod)
[ ] vec4 texture2DProjLod (sampler2D sampler, vec4 coord, float lod)
[ ] vec4 textureCube (samplerCube sampler, vec3 coord )
[ ] vec4 textureCube (samplerCube sampler, vec3 coord, float bias )
[ ] vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod)
@Mee-gu please update the progress here.