glslx 0.3.1 → 0.4.1

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Files changed (3) hide show
  1. package/glslx +87 -78
  2. package/glslx.d.ts +2 -0
  3. package/package.json +5 -2
package/glslx CHANGED
@@ -1,79 +1,88 @@
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  #!/usr/bin/env node
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- (function(){var ch=Object.create||function(a){return{__proto__:a}};function rh(a,b){a.prototype=ch(b.prototype),a.prototype.constructor=a}var sh=Math.imul||function(a,b){return (a*(b>>>16)<<16)+a*(b&65535)|0};var $e;function th(a){return typeof a==='string'}function uh(a){return a===null?a:a+''}function Ye(c,a,b){return c.a=a,c.b=b,c.c=a.length,c}function Ze(c){if(c.b>=c.c)return-1;var a=c.a.charCodeAt((c.b=c.b+1|0)-1|0);if(a&64512^55296)return a;if(c.b>=c.c)return-1;var b=c.a.charCodeAt((c.b=c.b+1|0)-1|0);return ((a<<10)+b|0)-56613888|0}function wc(a){return a.c=a.c+1|0,a.c}function Yc(v,a){switch(a){case 0:var b={};return Array.from(v.b.keys()).forEach(function(c){b[c]=v.b.get(c)}),JSON.stringify({shaders:v.a?v.a.map(function(d){return{name:d.a,contents:d.b}}):null,renaming:b},null,2)+'\n';case 1:if(v.a){for(var e='',q=0,K=v.a,C=K.length;q<C;q=q+1|0){var f=K[q];e+='export const GLSLX_SOURCE_'+f.a.replace(new RegExp('([a-z0-9])([A-Z])','g'),'$1_$2').toUpperCase()+' = '+JSON.stringify(f.b)+'\n'}if(v.b&&Array.from(v.b.keys()).length){
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- e+='\n';for(var F=0,O=Array.from(v.b.keys()),la=O.length;F<la;F=F+1|0){var h=O[F];e+='export const GLSLX_NAME_'+h.replace(new RegExp('([a-z0-9])([A-Z])','g'),'$1_$2').toUpperCase()+' = '+JSON.stringify(v.b.get(h))+'\n'}}return e}break;case 2:if(v.a){var l='';l+='#ifndef GLSLX_STRINGS_H\n',l+='#define GLSLX_STRINGS_H\n',l+='\n';for(var L=0,ha=v.a,ga=ha.length;L<ga;L=L+1|0){var m=ha[L];l+='static const char *GLSLX_SOURCE_'+m.a.replace(new RegExp('([a-z0-9])([A-Z])','g'),'$1_$2').toUpperCase()+' = '+JSON.stringify(m.b)+';\n'}if(l+='\n',v.b){for(var Z=0,ba=Array.from(v.b.keys()),sa=ba.length;Z<sa;Z=Z+1|0){var g=ba[Z];l+='static const char *GLSLX_NAME_'+g.replace(new RegExp('([a-z0-9])([A-Z])','g'),'$1_$2').toUpperCase()+' = '+JSON.stringify(v.b.get(g))+';\n'}l+='\n'}return l+='#endif\n',l}break;case 3:if(v.a){for(var i='',ca=0,ma=v.a,ya=ma.length;ca<ya;ca=ca+1|0){var n=ma[ca];i+='const GLSLX_SOURCE_'+n.a.replace(new RegExp('([a-z0-9])([A-Z])','g'),'$1_$2').toUpperCase()+' = '+JSON.stringify(n.b)+'\n'}if(v.b&&Array.from(v.b.keys()).length){
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- i+='\n';for(var La=0,ka=Array.from(v.b.keys()),cb=ka.length;La<cb;La=La+1|0){var k=ka[La];i+='const GLSLX_NAME_'+k.replace(new RegExp('([a-z0-9])([A-Z])','g'),'$1_$2').toUpperCase()+' = '+JSON.stringify(v.b.get(k))+'\n'}}return i}break;case 4:if(v.a){for(var p='',Ma=0,Ua=v.a,wa=Ua.length;Ma<wa;Ma=Ma+1|0){var t=Ua[Ma];p+='pub static GLSLX_SOURCE_'+t.a.replace(new RegExp('([a-z0-9])([A-Z])','g'),'$1_$2').toUpperCase()+': &str = '+JSON.stringify(t.b)+';\n'}if(v.b&&Array.from(v.b.keys()).length){p+='\n';for(var za=0,db=Array.from(v.b.keys()),Ja=db.length;za<Ja;za=za+1|0){var w=db[za];p+='pub static GLSLX_NAME_'+w.replace(new RegExp('([a-z0-9])([A-Z])','g'),'$1_$2').toUpperCase()+': &str = '+JSON.stringify(v.b.get(w))+';\n'}}return p}break}return null}function cf(a,b,c){if(a.d)return null;b.unshift(new Zh('<api>',"\nimport {\n // The variable `gl_Position` is available only in the vertex language and is intended for writing the\n // homogeneous vertex position. This value will be used by primitive assembly, clipping, culling, and other\n // fixed functionality operations that operate on primitives after vertex processing has occurred.\n //\n // All executions of a well-formed vertex shader should write a value into this variable. It can be\n // written at any time during shader execution. It may also be read back by the shader after being written.\n // Compilers may generate a diagnostic message if they detect `gl_Position` is not written, or read before\n // being written, but not all such cases are detectable. The value of `gl_Position` is undefined if a vertex\n // shader is executed and does not write `gl_Position`.\n highp vec4 gl_Position;\n\n // The variable `gl_PointSize` is available only in the vertex language and is intended for\n // a vertex shader to write the size of the point to be rasterized. It is measured in pixels.\n mediump float gl_PointSize;\n\n const int gl_MaxVertexAttribs;\n const int gl_MaxVertexUniformVectors;\n const int gl_MaxVaryingVectors;\n const int gl_MaxVertexTextureImageUnits;\n const int gl_MaxCombinedTextureImageUnits;\n const int gl_MaxTextureImageUnits;\n const int gl_MaxFragmentUniformVectors;\n const int gl_MaxDrawBuffers;\n\n // The fragment shader has access to the read-only built-in variable `gl_FrontFacing` whose value is `true` if\n // the fragment belongs to a front-facing primitive. One use of this is to emulate two-sided lighting by\n // selecting one of two colors calculated by the vertex shader.\n const bool gl_FrontFacing;\n\n // The fragment shader has access to the read-only built-in variable `gl_PointCoord`. The values in\n // `gl_PointCoord` are two-dimensional coordinates indicating where within a point primitive the current\n // fragment is located. They range from 0.0 to 1.0 across the point. If the current primitive is not a\n // point, then the values read from `gl_PointCoord` are undefined.\n const mediump vec2 gl_PointCoord;\n\n // The variable `gl_FragCoord` is available as a read-only variable from within fragment shaders and it holds\n // the window relative coordinates `x`, `y`, `z`, and `1/w` values for the fragment. This value is the result\n // of the fixed functionality that interpolates primitives after vertex processing to generate fragments. The `z`\n // component is the depth value that will be used for the fragment's depth.\n const mediump vec4 gl_FragCoord;\n\n // Writing to `gl_FragColor` specifies the fragment color that will be used by the subsequent fixed\n // functionality pipeline.\n //\n // If subsequent fixed functionality consumes fragment color and an execution of a fragment shader\n // does not write a value to `gl_FragColor` then the fragment color consumed is undefined.\n mediump vec4 gl_FragColor;\n\n // The variable `gl_FragData` is an array. Writing to `gl_FragData[n]` specifies the fragment data that will be\n // used by the subsequent fixed functionality pipeline for data `n`.\n //\n // If subsequent fixed functionality consumes fragment data and an execution of a fragment shader does not write\n // a value to it, then the fragment data consumed is undefined.\n mediump vec4 gl_FragData[gl_MaxDrawBuffers];\n\n // Depth range in window coordinates\n struct gl_DepthRangeParameters {\n float near;\n float far;\n // Equal to `far - near`\n float diff;\n };\n\n uniform gl_DepthRangeParameters gl_DepthRange;\n\n ////////////////////////////////////////////////////////////////////////////////\n // Angle and Trigonometry Functions\n\n // Converts `degrees` to radians, i.e. `π / 180 * degrees`\n float radians(float degrees);\n // Converts `degrees` to radians, i.e. `π / 180 * degrees`\n vec2 radians(vec2 degrees);\n // Converts `degrees` to radians, i.e. `π / 180 * degrees`\n vec3 radians(vec3 degrees);\n // Converts `degrees` to radians, i.e. `π / 180 * degrees`\n vec4 radians(vec4 degrees);\n\n // Converts `radians` to degrees, i.e. `180 / π * radians`\n float degrees(float radians);\n // Converts `radians` to degrees, i.e. `180 / π * radians`\n vec2 degrees(vec2 radians);\n // Converts `radians` to degrees, i.e. `180 / π * radians`\n vec3 degrees(vec3 radians);\n // Converts `radians` to degrees, i.e. `180 / π * radians`\n vec4 degrees(vec4 radians);\n\n // The standard trigonometric sine function.\n float sin(float angle);\n // The standard trigonometric sine function.\n vec2 sin(vec2 angle);\n // The standard trigonometric sine function.\n vec3 sin(vec3 angle);\n // The standard trigonometric sine function.\n vec4 sin(vec4 angle);\n\n // The standard trigonometric cosine function.\n float cos(float angle);\n // The standard trigonometric cosine function.\n vec2 cos(vec2 angle);\n // The standard trigonometric cosine function.\n vec3 cos(vec3 angle);\n // The standard trigonometric cosine function.\n vec4 cos(vec4 angle);\n\n // The standard trigonometric tangent.\n float tan(float angle);\n // The standard trigonometric tangent.\n vec2 tan(vec2 angle);\n // The standard trigonometric tangent.\n vec3 tan(vec3 angle);\n // The standard trigonometric tangent.\n vec4 tan(vec4 angle);\n\n // Arc sine. Returns an angle whose sine is `x`. The range of values returned by this function is `[-π/2, π/2]`. Results are undefined if `∣x∣>1`.\n float asin(float x);\n // Arc sine. Returns an angle whose sine is `x`. The range of values returned by this function is `[-π/2, π/2]`. Results are undefined if `∣x∣>1`.\n vec2 asin(vec2 x);\n // Arc sine. Returns an angle whose sine is `x`. The range of values returned by this function is `[-π/2, π/2]`. Results are undefined if `∣x∣>1`.\n vec3 asin(vec3 x);\n // Arc sine. Returns an angle whose sine is `x`. The range of values returned by this function is `[-π/2, π/2]`. Results are undefined if `∣x∣>1`.\n vec4 asin(vec4 x);\n\n // Arc cosine. Returns an angle whose cosine is `x`. The range of values returned by this function is `[0, π]`. Results are undefined if `∣x∣>1`.\n float acos(float x);\n // Arc cosine. Returns an angle whose cosine is `x`. The range of values returned by this function is `[0, π]`. Results are undefined if `∣x∣>1`.\n vec2 acos(vec2 x);\n // Arc cosine. Returns an angle whose cosine is `x`. The range of values returned by this function is `[0, π]`. Results are undefined if `∣x∣>1`.\n vec3 acos(vec3 x);\n // Arc cosine. Returns an angle whose cosine is `x`. The range of values returned by this function is `[0, π]`. Results are undefined if `∣x∣>1`.\n vec4 acos(vec4 x);\n\n // Arc tangent. Returns an angle whose tangent is `y/x`. The signs of `x` and `y` are used to determine what quadrant the\n // angle is in. The range of values returned by this function is `[−π,π]`. Results are undefined if `x` and `y` are both 0.\n float atan(float y, float x);\n // Arc tangent. Returns an angle whose tangent is `y/x`. The signs of `x` and `y` are used to determine what quadrant the\n // angle is in. The range of values returned by this function is `[−π,π]`. Results are undefined if `x` and `y` are both 0.\n vec2 atan(vec2 y, vec2 x);\n // Arc tangent. Returns an angle whose tangent is `y/x`. The signs of `x` and `y` are used to determine what quadrant the\n // angle is in. The range of values returned by this function is `[−π,π]`. Results are undefined if `x` and `y` are both 0.\n vec3 atan(vec3 y, vec3 x);\n // Arc tangent. Returns an angle whose tangent is `y/x`. The signs of `x` and `y` are used to determine what quadrant the\n // angle is in. The range of values returned by this function is `[−π,π]`. Results are undefined if `x` and `y` are both 0.\n vec4 atan(vec4 y, vec4 x);\n\n // Arc tangent. Returns an angle whose tangent is `y_over_x`. The range of values returned by this function is `[-π/2, π/2]`.\n float atan(float y_over_x);\n // Arc tangent. Returns an angle whose tangent is `y_over_x`. The range of values returned by this function is `[-π/2, π/2]`.\n vec2 atan(vec2 y_over_x);\n // Arc tangent. Returns an angle whose tangent is `y_over_x`. The range of values returned by this function is `[-π/2, π/2]`.\n vec3 atan(vec3 y_over_x);\n // Arc tangent. Returns an angle whose tangent is `y_over_x`. The range of values returned by this function is `[-π/2, π/2]`.\n vec4 atan(vec4 y_over_x);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Exponential Functions\n\n // Returns `x` raised to the `y` power, i.e., `xʸ`. Results are undefined if `x < 0`. Results are undefined if `x = 0` and `y <= 0`.\n float pow(float x, float y);\n // Returns `x` raised to the `y` power, i.e., `xʸ`. Results are undefined if `x < 0`. Results are undefined if `x = 0` and `y <= 0`.\n vec2 pow(vec2 x, vec2 y);\n // Returns `x` raised to the `y` power, i.e., `xʸ`. Results are undefined if `x < 0`. Results are undefined if `x = 0` and `y <= 0`.\n vec3 pow(vec3 x, vec3 y);\n // Returns `x` raised to the `y` power, i.e., `xʸ`. Results are undefined if `x < 0`. Results are undefined if `x = 0` and `y <= 0`.\n vec4 pow(vec4 x, vec4 y);\n\n // Returns the natural exponentiation of `x`, i.e., `eˣ`\n float exp(float x);\n // Returns the natural exponentiation of `x`, i.e., `eˣ`\n vec2 exp(vec2 x);\n // Returns the natural exponentiation of `x`, i.e., `eˣ`\n vec3 exp(vec3 x);\n // Returns the natural exponentiation of `x`, i.e., `eˣ`\n vec4 exp(vec4 x);\n\n // Returns the natural logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = eʸ`. Results are undefined if `x <= 0`.\n float log(float x);\n // Returns the natural logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = eʸ`. Results are undefined if `x <= 0`.\n vec2 log(vec2 x);\n // Returns the natural logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = eʸ`. Results are undefined if `x <= 0`.\n vec3 log(vec3 x);\n // Returns the natural logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = eʸ`. Results are undefined if `x <= 0`.\n vec4 log(vec4 x);\n\n // Returns 2 raised to the `x` power, i.e., `2ˣ`.\n float exp2(float x);\n // Returns 2 raised to the `x` power, i.e., `2ˣ`.\n vec2 exp2(vec2 x);\n // Returns 2 raised to the `x` power, i.e., `2ˣ`.\n vec3 exp2(vec3 x);\n // Returns 2 raised to the `x` power, i.e., `2ˣ`.\n vec4 exp2(vec4 x);\n\n // Returns the base 2 logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = 2ʸ`. Results are undefined if `x <= 0`.\n float log2(float x);\n // Returns the base 2 logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = 2ʸ`. Results are undefined if `x <= 0`.\n vec2 log2(vec2 x);\n // Returns the base 2 logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = 2ʸ`. Results are undefined if `x <= 0`.\n vec3 log2(vec3 x);\n // Returns the base 2 logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = 2ʸ`. Results are undefined if `x <= 0`.\n vec4 log2(vec4 x);\n\n // Returns `√x`. Results are undefined if `x < 0`.\n float sqrt(float x);\n // Returns `√x`. Results are undefined if `x < 0`.\n vec2 sqrt(vec2 x);\n // Returns `√x`. Results are undefined if `x < 0`.\n vec3 sqrt(vec3 x);\n // Returns `√x`. Results are undefined if `x < 0`.\n vec4 sqrt(vec4 x);\n\n // Returns `1 / √x`. Results are undefined if `x <= 0`.\n float inversesqrt(float x);\n // Returns `1 / √x`. Results are undefined if `x <= 0`.\n vec2 inversesqrt(vec2 x);\n // Returns `1 / √x`. Results are undefined if `x <= 0`.\n vec3 inversesqrt(vec3 x);\n // Returns `1 / √x`. Results are undefined if `x <= 0`.\n vec4 inversesqrt(vec4 x);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Common Functions\n\n // Returns `x` if `x >= 0`, otherwise it returns `-x`.\n float abs(float x);\n // Returns `x` if `x >= 0`, otherwise it returns `-x`.\n vec2 abs(vec2 x);\n // Returns `x` if `x >= 0`, otherwise it returns `-x`.\n vec3 abs(vec3 x);\n // Returns `x` if `x >= 0`, otherwise it returns `-x`.\n vec4 abs(vec4 x);\n\n // Returns `1.0` if `x > 0`, `0.0` if `x = 0`, or `-1.0` if `x < 0`\n float sign(float x);\n // Returns `1.0` if `x > 0`, `0.0` if `x = 0`, or `-1.0` if `x < 0`\n vec2 sign(vec2 x);\n // Returns `1.0` if `x > 0`, `0.0` if `x = 0`, or `-1.0` if `x < 0`\n vec3 sign(vec3 x);\n // Returns `1.0` if `x > 0`, `0.0` if `x = 0`, or `-1.0` if `x < 0`\n vec4 sign(vec4 x);\n\n // Returns a value equal to the nearest integer that is less than or equal to `x`\n float floor(float x);\n // Returns a value equal to the nearest integer that is less than or equal to `x`\n vec2 floor(vec2 x);\n // Returns a value equal to the nearest integer that is less than or equal to `x`\n vec3 floor(vec3 x);\n // Returns a value equal to the nearest integer that is less than or equal to `x`\n vec4 floor(vec4 x);\n\n // Returns a value equal to the nearest integer that is greater than or equal to `x`\n float ceil(float x);\n // Returns a value equal to the nearest integer that is greater than or equal to `x`\n vec2 ceil(vec2 x);\n // Returns a value equal to the nearest integer that is greater than or equal to `x`\n vec3 ceil(vec3 x);\n // Returns a value equal to the nearest integer that is greater than or equal to `x`\n vec4 ceil(vec4 x);\n\n // Returns `x - floor(x)`\n float fract(float x);\n // Returns `x - floor(x)`\n vec2 fract(vec2 x);\n // Returns `x - floor(x)`\n vec3 fract(vec3 x);\n // Returns `x - floor(x)`\n vec4 fract(vec4 x);\n\n // Modulus (modulo). Returns `x - y * floor(x/y)`\n float mod(float x, float y);\n // Modulus (modulo). Returns `x - y * floor(x/y)`\n vec2 mod(vec2 x, float y);\n // Modulus (modulo). Returns `x - y * floor(x/y)`\n vec3 mod(vec3 x, float y);\n // Modulus (modulo). Returns `x - y * floor(x/y)`\n vec4 mod(vec4 x, float y);\n\n // Modulus. Returns `x - y * floor(x/y)`\n vec2 mod(vec2 x, vec2 y);\n // Modulus. Returns `x - y * floor(x/y)`\n vec3 mod(vec3 x, vec3 y);\n // Modulus. Returns `x - y * floor(x/y)`\n vec4 mod(vec4 x, vec4 y);\n\n // Returns `y` if `y < x`, otherwise it returns `x`\n float min(float x, float y);\n // Returns `y` if `y < x`, otherwise it returns `x`\n vec2 min(vec2 x, float y);\n // Returns `y` if `y < x`, otherwise it returns `x`\n vec2 min(vec2 x, vec2 y);\n // Returns `y` if `y < x`, otherwise it returns `x`\n vec3 min(vec3 x, float y);\n // Returns `y` if `y < x`, otherwise it returns `x`\n vec3 min(vec3 x, vec3 y);\n // Returns `y` if `y < x`, otherwise it returns `x`\n vec4 min(vec4 x, float y);\n // Returns `y` if `y < x`, otherwise it returns `x`\n vec4 min(vec4 x, vec4 y);\n\n // Returns `y` if `x < y`, otherwise it returns `x`\n float max(float x, float y);\n // Returns `y` if `x < y`, otherwise it returns `x`\n vec2 max(vec2 x, float y);\n // Returns `y` if `x < y`, otherwise it returns `x`\n vec2 max(vec2 x, vec2 y);\n // Returns `y` if `x < y`, otherwise it returns `x`\n vec3 max(vec3 x, float y);\n // Returns `y` if `x < y`, otherwise it returns `x`\n vec3 max(vec3 x, vec3 y);\n // Returns `y` if `x < y`, otherwise it returns `x`\n vec4 max(vec4 x, float y);\n // Returns `y` if `x < y`, otherwise it returns `x`\n vec4 max(vec4 x, vec4 y);\n\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n float clamp(float x, float minVal, float maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec2 clamp(vec2 x, float minVal, float maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec2 clamp(vec2 x, vec2 minVal, vec2 maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec3 clamp(vec3 x, float minVal, float maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec3 clamp(vec3 x, vec3 minVal, vec3 maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec4 clamp(vec4 x, float minVal, float maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec4 clamp(vec4 x, vec4 minVal, vec4 maxVal);\n\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n float mix(float x, float y, float a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec2 mix(vec2 x, vec2 y, float a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec2 mix(vec2 x, vec2 y, vec2 a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec3 mix(vec3 x, vec3 y, float a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec3 mix(vec3 x, vec3 y, vec3 a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec4 mix(vec4 x, vec4 y, float a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec4 mix(vec4 x, vec4 y, vec4 a);\n\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n float step(float edge, float x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec2 step(float edge, vec2 x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec2 step(vec2 edge, vec2 x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec3 step(float edge, vec3 x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec3 step(vec3 edge, vec3 x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec4 step(float edge, vec4 x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec4 step(vec4 edge, vec4 x);\n\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n float smoothstep(float edge0, float edge1, float x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec2 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec2 smoothstep(float edge0, float edge1, vec2 x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec2 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec2 smoothstep(vec2 edge0, vec2 edge1, vec2 x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec3 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec3 smoothstep(float edge0, float edge1, vec3 x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec3 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec3 smoothstep(vec3 edge0, vec3 edge1, vec3 x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec4 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec4 smoothstep(float edge0, float edge1, vec4 x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec4 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec4 smoothstep(vec4 edge0, vec4 edge1, vec4 x);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Geometric Functions\n\n // Returns the length of vector `x`, i.e. `√x²`\n float length(float x);\n // Returns the length of vector `x`, i.e. `√x[0]² + x[1]²`\n float length(vec2 x);\n // Returns the length of vector `x`, i.e. `√x[0]² + x[1]² + x[2]²`\n float length(vec3 x);\n // Returns the length of vector `x`, i.e. `√x[0]² + x[1]² + x[2]² + x[3]²`\n float length(vec4 x);\n\n // Returns the distance between `p0` and `p1`, i.e. `length(p0 - p1)`\n float distance(float p0, float p1);\n // Returns the distance between `p0` and `p1`, i.e. `length(p0 - p1)`\n float distance(vec2 p0, vec2 p1);\n // Returns the distance between `p0` and `p1`, i.e. `length(p0 - p1)`\n float distance(vec3 p0, vec3 p1);\n // Returns the distance between `p0` and `p1`, i.e. `length(p0 - p1)`\n float distance(vec4 p0, vec4 p1);\n\n // Returns the dot product of `x` and `y`, i.e. `x*y`\n float dot(float x, float y);\n // Returns the dot product of `x` and `y`, i.e. `x[0]*y[0] + x[1]*y[1]`\n float dot(vec2 x, vec2 y);\n // Returns the dot product of `x` and `y`, i.e. `x[0]*y[0] + x[1]*y[1] + x[2]*y[2]`\n float dot(vec3 x, vec3 y);\n // Returns the dot product of `x` and `y`, i.e. `x[0]*y[0] + x[1]*y[1] + x[2]*y[2] + x[3]*y[3]`\n float dot(vec4 x, vec4 y);\n\n // Returns the cross product of `x` and `y`, i.e.\n //\n // ```glslx\n // vec3(\n // x[1]*y[2] - y[1]*x[2],\n // x[2]*y[0] - y[2]*x[0],\n // x[0]*y[1] - y[0]*x[1])\n // ```\n vec3 cross(vec3 x, vec3 y);\n\n // Returns a vector in the same direction as `x` but with a length of 1.\n float normalize(float x);\n // Returns a vector in the same direction as `x` but with a length of 1.\n vec2 normalize(vec2 x);\n // Returns a vector in the same direction as `x` but with a length of 1.\n vec3 normalize(vec3 x);\n // Returns a vector in the same direction as `x` but with a length of 1.\n vec4 normalize(vec4 x);\n\n // If `dot(Nref, I) < 0` return `N`, otherwise return `-N`\n float faceforward(float N, float I, float Nref);\n // If `dot(Nref, I) < 0` return `N`, otherwise return `-N`\n vec2 faceforward(vec2 N, vec2 I, vec2 Nref);\n // If `dot(Nref, I) < 0` return `N`, otherwise return `-N`\n vec3 faceforward(vec3 N, vec3 I, vec3 Nref);\n // If `dot(Nref, I) < 0` return `N`, otherwise return `-N`\n vec4 faceforward(vec4 N, vec4 I, vec4 Nref);\n\n // For the incident vector `I` and surface orientation `N`, returns the reflection direction: `I - 2 * dot(N, I) * N`.\n // `N` must already be normalized in order to achieve the desired result.\n float reflect(float I, float N);\n // For the incident vector `I` and surface orientation `N`, returns the reflection direction: `I - 2 * dot(N, I) * N`.\n // `N` must already be normalized in order to achieve the desired result.\n vec2 reflect(vec2 I, vec2 N);\n // For the incident vector `I` and surface orientation `N`, returns the reflection direction: `I - 2 * dot(N, I) * N`.\n // `N` must already be normalized in order to achieve the desired result.\n vec3 reflect(vec3 I, vec3 N);\n // For the incident vector `I` and surface orientation `N`, returns the reflection direction: `I - 2 * dot(N, I) * N`.\n // `N` must already be normalized in order to achieve the desired result.\n vec4 reflect(vec4 I, vec4 N);\n\n // For the incident vector `I` and surface normal `N`, and the ratio of indices of refraction `eta`, return the refraction vector.\n // The result is computed by:\n //\n // ```glslx\n // float k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I));\n // if (k < 0.0) return float(0.0);\n // else return eta * I - (eta * dot(N, I) + sqrt(k)) * N;\n // ```\n //\n // The input parameters for the incident vector `I` and the surface normal `N`.\n float refract(float I, float N, float eta);\n // For the incident vector `I` and surface normal `N`, and the ratio of indices of refraction `eta`, return the refraction vector.\n // The result is computed by:\n //\n // ```glslx\n // float k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I));\n // if (k < 0.0) return vec2(0.0);\n // else return eta * I - (eta * dot(N, I) + sqrt(k)) * N;\n // ```\n //\n // The input parameters for the incident vector `I` and the surface normal `N`.\n vec2 refract(vec2 I, vec2 N, float eta);\n // For the incident vector `I` and surface normal `N`, and the ratio of indices of refraction `eta`, return the refraction vector.\n // The result is computed by:\n //\n // ```glslx\n // float k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I));\n // if (k < 0.0) return vec3(0.0);\n // else return eta * I - (eta * dot(N, I) + sqrt(k)) * N;\n // ```\n //\n // The input parameters for the incident vector `I` and the surface normal `N`.\n vec3 refract(vec3 I, vec3 N, float eta);\n // For the incident vector `I` and surface normal `N`, and the ratio of indices of refraction `eta`, return the refraction vector.\n // The result is computed by:\n //\n // ```glslx\n // float k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I));\n // if (k < 0.0) return vec4(0.0);\n // else return eta * I - (eta * dot(N, I) + sqrt(k)) * N;\n // ```\n //\n // The input parameters for the incident vector `I` and the surface normal `N`.\n vec4 refract(vec4 I, vec4 N, float eta);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Matrix Functions\n\n // Multiply matrix `x` by matrix `y` component-wise, i.e., `result[i][j]` is the scalar product of `x[i][j]` and `y[i][j]`.\n // Note: to get linear algebraic matrix multiplication, use the multiply operator (`*`).\n mat2 matrixCompMult(mat2 x, mat2 y);\n // Multiply matrix `x` by matrix `y` component-wise, i.e., `result[i][j]` is the scalar product of `x[i][j]` and `y[i][j]`.\n // Note: to get linear algebraic matrix multiplication, use the multiply operator (`*`).\n mat3 matrixCompMult(mat3 x, mat3 y);\n // Multiply matrix `x` by matrix `y` component-wise, i.e., `result[i][j]` is the scalar product of `x[i][j]` and `y[i][j]`.\n // Note: to get linear algebraic matrix multiplication, use the multiply operator (`*`).\n mat4 matrixCompMult(mat4 x, mat4 y);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Vector Relational Functions\n\n // Returns the component-wise compare of `x < y`.\n bvec2 lessThan(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x < y`.\n bvec2 lessThan(vec2 x, vec2 y);\n // Returns the component-wise compare of `x < y`.\n bvec3 lessThan(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x < y`.\n bvec3 lessThan(vec3 x, vec3 y);\n // Returns the component-wise compare of `x < y`.\n bvec4 lessThan(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x < y`.\n bvec4 lessThan(vec4 x, vec4 y);\n\n // Returns the component-wise compare of `x <= y`.\n bvec2 lessThanEqual(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x <= y`.\n bvec2 lessThanEqual(vec2 x, vec2 y);\n // Returns the component-wise compare of `x <= y`.\n bvec3 lessThanEqual(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x <= y`.\n bvec3 lessThanEqual(vec3 x, vec3 y);\n // Returns the component-wise compare of `x <= y`.\n bvec4 lessThanEqual(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x <= y`.\n bvec4 lessThanEqual(vec4 x, vec4 y);\n\n // Returns the component-wise compare of `x > y`.\n bvec2 greaterThan(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x > y`.\n bvec2 greaterThan(vec2 x, vec2 y);\n // Returns the component-wise compare of `x > y`.\n bvec3 greaterThan(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x > y`.\n bvec3 greaterThan(vec3 x, vec3 y);\n // Returns the component-wise compare of `x > y`.\n bvec4 greaterThan(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x > y`.\n bvec4 greaterThan(vec4 x, vec4 y);\n\n // Returns the component-wise compare of `x >= y`.\n bvec2 greaterThanEqual(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x >= y`.\n bvec2 greaterThanEqual(vec2 x, vec2 y);\n // Returns the component-wise compare of `x >= y`.\n bvec3 greaterThanEqual(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x >= y`.\n bvec3 greaterThanEqual(vec3 x, vec3 y);\n // Returns the component-wise compare of `x >= y`.\n bvec4 greaterThanEqual(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x >= y`.\n bvec4 greaterThanEqual(vec4 x, vec4 y);\n\n // Returns the component-wise compare of `x == y`.\n bvec2 equal(bvec2 x, bvec2 y);\n // Returns the component-wise compare of `x == y`.\n bvec2 equal(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x == y`.\n bvec2 equal(vec2 x, vec2 y);\n // Returns the component-wise compare of `x == y`.\n bvec3 equal(bvec3 x, bvec3 y);\n // Returns the component-wise compare of `x == y`.\n bvec3 equal(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x == y`.\n bvec3 equal(vec3 x, vec3 y);\n // Returns the component-wise compare of `x == y`.\n bvec4 equal(bvec4 x, bvec4 y);\n // Returns the component-wise compare of `x == y`.\n bvec4 equal(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x == y`.\n bvec4 equal(vec4 x, vec4 y);\n\n // Returns the component-wise compare of `x != y`.\n bvec2 notEqual(bvec2 x, bvec2 y);\n // Returns the component-wise compare of `x != y`.\n bvec2 notEqual(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x != y`.\n bvec2 notEqual(vec2 x, vec2 y);\n // Returns the component-wise compare of `x != y`.\n bvec3 notEqual(bvec3 x, bvec3 y);\n // Returns the component-wise compare of `x != y`.\n bvec3 notEqual(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x != y`.\n bvec3 notEqual(vec3 x, vec3 y);\n // Returns the component-wise compare of `x != y`.\n bvec4 notEqual(bvec4 x, bvec4 y);\n // Returns the component-wise compare of `x != y`.\n bvec4 notEqual(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x != y`.\n bvec4 notEqual(vec4 x, vec4 y);\n\n // Returns true if any component of `x` is `true`.\n bool any(bvec2 x);\n // Returns true if any component of `x` is `true`.\n bool any(bvec3 x);\n // Returns true if any component of `x` is `true`.\n bool any(bvec4 x);\n\n // Returns true only if all components of `x` are `true`.\n bool all(bvec2 x);\n // Returns true only if all components of `x` are `true`.\n bool all(bvec3 x);\n // Returns true only if all components of `x` are `true`.\n bool all(bvec4 x);\n\n // Returns the component-wise logical complement of `x`.\n bvec2 not(bvec2 x);\n // Returns the component-wise logical complement of `x`.\n bvec3 not(bvec3 x);\n // Returns the component-wise logical complement of `x`.\n bvec4 not(bvec4 x);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Texture Lookup Functions\n\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n vec4 texture2D(sampler2D sampler, vec2 coord);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n vec4 texture2D(sampler2D sampler, vec2 coord, float bias);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n // The texture coordinate `(coord.s, coord.t)` is divided by the last component of `coord`.\n vec4 texture2DProj(sampler2D sampler, vec3 coord);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n // The texture coordinate `(coord.s, coord.t)` is divided by the last component of `coord`.\n vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n // The texture coordinate `(coord.s, coord.t)` is divided by the last component of `coord`.\n vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n // The texture coordinate `(coord.s, coord.t)` is divided by the last component of `coord`. The third component of `coord` is ignored.\n vec4 texture2DProj(sampler2D sampler, vec4 coord);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n // The texture coordinate `(coord.s, coord.t)` is divided by the last component of `coord`. The third component of `coord` is ignored.\n vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n // The texture coordinate `(coord.s, coord.t)` is divided by the last component of `coord`. The third component of `coord` is ignored.\n vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);\n\n // Use the texture coordinate `coord` to do a texture lookup in the cube map texture currently bound to `sampler`.\n // The direction of `coord` is used to select which face to do a 2-dimensional texture lookup in.\n vec4 textureCube(samplerCube sampler, vec3 coord);\n // Use the texture coordinate `coord` to do a texture lookup in the cube map texture currently bound to `sampler`.\n // The direction of `coord` is used to select which face to do a 2-dimensional texture lookup in.\n vec4 textureCube(samplerCube sampler, vec3 coord, float bias);\n // Use the texture coordinate `coord` to do a texture lookup in the cube map texture currently bound to `sampler`.\n // The direction of `coord` is used to select which face to do a 2-dimensional texture lookup in.\n vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod);\n\n #extension GL_OES_standard_derivatives {\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `x` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdx(dFdx(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n float dFdx(float v);\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `x` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdx(dFdx(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n vec2 dFdx(vec2 v);\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `x` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdx(dFdx(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n vec3 dFdx(vec3 v);\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `x` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdx(dFdx(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n vec4 dFdx(vec4 v);\n\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `y` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdy(dFdy(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n float dFdy(float v);\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `y` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdy(dFdy(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n vec2 dFdy(vec2 v);\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `y` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdy(dFdy(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n vec3 dFdy(vec3 v);\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `y` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdy(dFdy(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n vec4 dFdy(vec4 v);\n\n // Returns the sum of the absolute derivative in `x` and `y` using local differencing for the input argument `p`, i.e. `abs(dFdx(p)) + abs(dFdy(p))`\n float fwidth(float v);\n // Returns the sum of the absolute derivative in `x` and `y` using local differencing for the input argument `p`, i.e. `abs(dFdx(p)) + abs(dFdy(p))`\n vec2 fwidth(vec2 v);\n // Returns the sum of the absolute derivative in `x` and `y` using local differencing for the input argument `p`, i.e. `abs(dFdx(p)) + abs(dFdy(p))`\n vec3 fwidth(vec3 v);\n // Returns the sum of the absolute derivative in `x` and `y` using local differencing for the input argument `p`, i.e. `abs(dFdx(p)) + abs(dFdy(p))`\n vec4 fwidth(vec4 v);\n }\n\n #extension GL_EXT_frag_depth {\n // Available only in the fragment language, `gl_FragDepthEXT` is an output variable that is used to establish the depth value for the current fragment.\n // If depth buffering is enabled and no shader writes to `gl_FragDepthEXT`, then the fixed function value for depth will be used (this value is contained\n // in the `z` component of `gl_FragCoord`) otherwise, the value written to `gl_FragDepthEXT` is used.\n //\n // If a shader statically assigns to `gl_FragDepthEXT`, then the value of the fragment's depth may be undefined for executions of the shader that take\n // that path. That is, if the set of linked fragment shaders statically contain a write to `gl_FragDepthEXT`, then it is responsible for always writing it.\n float gl_FragDepthEXT;\n }\n\n #extension GL_EXT_shader_texture_lod {\n vec4 texture2DGradEXT(sampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy);\n vec4 texture2DLodEXT(sampler2D sampler, vec2 coord, float lod);\n vec4 texture2DProjGradEXT(sampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy);\n vec4 texture2DProjGradEXT(sampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy);\n vec4 texture2DProjLodEXT(sampler2D sampler, vec3 coord, float lod);\n vec4 texture2DProjLodEXT(sampler2D sampler, vec4 coord, float lod);\n vec4 textureCubeGradEXT(samplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy);\n vec4 textureCubeLodEXT(samplerCube sampler, vec3 coord, float lod);\n }\n}\n"));
5
- for(var n=0,k=b.length;n<k;n=n+1|0){var d=b[n];d.c=Nc(a,d,0)}for(var e=new Lh(0),f=new Xh(1,null),h=new wh(c.e),l=new Vh(a,h),m=[],p=0,t=b.length;p<t;p=p+1|0){var g=b[p],i=qd(a,g.c,e,h,f,l);bf(m,i.a)}return ud(l,e),new yh(e,m)}function Nd(a,b,c){if(a.d)return null;b.unshift(new Zh('<api>',"\nimport {\n // The variable `gl_Position` is available only in the vertex language and is intended for writing the\n // homogeneous vertex position. This value will be used by primitive assembly, clipping, culling, and other\n // fixed functionality operations that operate on primitives after vertex processing has occurred.\n //\n // All executions of a well-formed vertex shader should write a value into this variable. It can be\n // written at any time during shader execution. It may also be read back by the shader after being written.\n // Compilers may generate a diagnostic message if they detect `gl_Position` is not written, or read before\n // being written, but not all such cases are detectable. The value of `gl_Position` is undefined if a vertex\n // shader is executed and does not write `gl_Position`.\n highp vec4 gl_Position;\n\n // The variable `gl_PointSize` is available only in the vertex language and is intended for\n // a vertex shader to write the size of the point to be rasterized. It is measured in pixels.\n mediump float gl_PointSize;\n\n const int gl_MaxVertexAttribs;\n const int gl_MaxVertexUniformVectors;\n const int gl_MaxVaryingVectors;\n const int gl_MaxVertexTextureImageUnits;\n const int gl_MaxCombinedTextureImageUnits;\n const int gl_MaxTextureImageUnits;\n const int gl_MaxFragmentUniformVectors;\n const int gl_MaxDrawBuffers;\n\n // The fragment shader has access to the read-only built-in variable `gl_FrontFacing` whose value is `true` if\n // the fragment belongs to a front-facing primitive. One use of this is to emulate two-sided lighting by\n // selecting one of two colors calculated by the vertex shader.\n const bool gl_FrontFacing;\n\n // The fragment shader has access to the read-only built-in variable `gl_PointCoord`. The values in\n // `gl_PointCoord` are two-dimensional coordinates indicating where within a point primitive the current\n // fragment is located. They range from 0.0 to 1.0 across the point. If the current primitive is not a\n // point, then the values read from `gl_PointCoord` are undefined.\n const mediump vec2 gl_PointCoord;\n\n // The variable `gl_FragCoord` is available as a read-only variable from within fragment shaders and it holds\n // the window relative coordinates `x`, `y`, `z`, and `1/w` values for the fragment. This value is the result\n // of the fixed functionality that interpolates primitives after vertex processing to generate fragments. The `z`\n // component is the depth value that will be used for the fragment's depth.\n const mediump vec4 gl_FragCoord;\n\n // Writing to `gl_FragColor` specifies the fragment color that will be used by the subsequent fixed\n // functionality pipeline.\n //\n // If subsequent fixed functionality consumes fragment color and an execution of a fragment shader\n // does not write a value to `gl_FragColor` then the fragment color consumed is undefined.\n mediump vec4 gl_FragColor;\n\n // The variable `gl_FragData` is an array. Writing to `gl_FragData[n]` specifies the fragment data that will be\n // used by the subsequent fixed functionality pipeline for data `n`.\n //\n // If subsequent fixed functionality consumes fragment data and an execution of a fragment shader does not write\n // a value to it, then the fragment data consumed is undefined.\n mediump vec4 gl_FragData[gl_MaxDrawBuffers];\n\n // Depth range in window coordinates\n struct gl_DepthRangeParameters {\n float near;\n float far;\n // Equal to `far - near`\n float diff;\n };\n\n uniform gl_DepthRangeParameters gl_DepthRange;\n\n ////////////////////////////////////////////////////////////////////////////////\n // Angle and Trigonometry Functions\n\n // Converts `degrees` to radians, i.e. `π / 180 * degrees`\n float radians(float degrees);\n // Converts `degrees` to radians, i.e. `π / 180 * degrees`\n vec2 radians(vec2 degrees);\n // Converts `degrees` to radians, i.e. `π / 180 * degrees`\n vec3 radians(vec3 degrees);\n // Converts `degrees` to radians, i.e. `π / 180 * degrees`\n vec4 radians(vec4 degrees);\n\n // Converts `radians` to degrees, i.e. `180 / π * radians`\n float degrees(float radians);\n // Converts `radians` to degrees, i.e. `180 / π * radians`\n vec2 degrees(vec2 radians);\n // Converts `radians` to degrees, i.e. `180 / π * radians`\n vec3 degrees(vec3 radians);\n // Converts `radians` to degrees, i.e. `180 / π * radians`\n vec4 degrees(vec4 radians);\n\n // The standard trigonometric sine function.\n float sin(float angle);\n // The standard trigonometric sine function.\n vec2 sin(vec2 angle);\n // The standard trigonometric sine function.\n vec3 sin(vec3 angle);\n // The standard trigonometric sine function.\n vec4 sin(vec4 angle);\n\n // The standard trigonometric cosine function.\n float cos(float angle);\n // The standard trigonometric cosine function.\n vec2 cos(vec2 angle);\n // The standard trigonometric cosine function.\n vec3 cos(vec3 angle);\n // The standard trigonometric cosine function.\n vec4 cos(vec4 angle);\n\n // The standard trigonometric tangent.\n float tan(float angle);\n // The standard trigonometric tangent.\n vec2 tan(vec2 angle);\n // The standard trigonometric tangent.\n vec3 tan(vec3 angle);\n // The standard trigonometric tangent.\n vec4 tan(vec4 angle);\n\n // Arc sine. Returns an angle whose sine is `x`. The range of values returned by this function is `[-π/2, π/2]`. Results are undefined if `∣x∣>1`.\n float asin(float x);\n // Arc sine. Returns an angle whose sine is `x`. The range of values returned by this function is `[-π/2, π/2]`. Results are undefined if `∣x∣>1`.\n vec2 asin(vec2 x);\n // Arc sine. Returns an angle whose sine is `x`. The range of values returned by this function is `[-π/2, π/2]`. Results are undefined if `∣x∣>1`.\n vec3 asin(vec3 x);\n // Arc sine. Returns an angle whose sine is `x`. The range of values returned by this function is `[-π/2, π/2]`. Results are undefined if `∣x∣>1`.\n vec4 asin(vec4 x);\n\n // Arc cosine. Returns an angle whose cosine is `x`. The range of values returned by this function is `[0, π]`. Results are undefined if `∣x∣>1`.\n float acos(float x);\n // Arc cosine. Returns an angle whose cosine is `x`. The range of values returned by this function is `[0, π]`. Results are undefined if `∣x∣>1`.\n vec2 acos(vec2 x);\n // Arc cosine. Returns an angle whose cosine is `x`. The range of values returned by this function is `[0, π]`. Results are undefined if `∣x∣>1`.\n vec3 acos(vec3 x);\n // Arc cosine. Returns an angle whose cosine is `x`. The range of values returned by this function is `[0, π]`. Results are undefined if `∣x∣>1`.\n vec4 acos(vec4 x);\n\n // Arc tangent. Returns an angle whose tangent is `y/x`. The signs of `x` and `y` are used to determine what quadrant the\n // angle is in. The range of values returned by this function is `[−π,π]`. Results are undefined if `x` and `y` are both 0.\n float atan(float y, float x);\n // Arc tangent. Returns an angle whose tangent is `y/x`. The signs of `x` and `y` are used to determine what quadrant the\n // angle is in. The range of values returned by this function is `[−π,π]`. Results are undefined if `x` and `y` are both 0.\n vec2 atan(vec2 y, vec2 x);\n // Arc tangent. Returns an angle whose tangent is `y/x`. The signs of `x` and `y` are used to determine what quadrant the\n // angle is in. The range of values returned by this function is `[−π,π]`. Results are undefined if `x` and `y` are both 0.\n vec3 atan(vec3 y, vec3 x);\n // Arc tangent. Returns an angle whose tangent is `y/x`. The signs of `x` and `y` are used to determine what quadrant the\n // angle is in. The range of values returned by this function is `[−π,π]`. Results are undefined if `x` and `y` are both 0.\n vec4 atan(vec4 y, vec4 x);\n\n // Arc tangent. Returns an angle whose tangent is `y_over_x`. The range of values returned by this function is `[-π/2, π/2]`.\n float atan(float y_over_x);\n // Arc tangent. Returns an angle whose tangent is `y_over_x`. The range of values returned by this function is `[-π/2, π/2]`.\n vec2 atan(vec2 y_over_x);\n // Arc tangent. Returns an angle whose tangent is `y_over_x`. The range of values returned by this function is `[-π/2, π/2]`.\n vec3 atan(vec3 y_over_x);\n // Arc tangent. Returns an angle whose tangent is `y_over_x`. The range of values returned by this function is `[-π/2, π/2]`.\n vec4 atan(vec4 y_over_x);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Exponential Functions\n\n // Returns `x` raised to the `y` power, i.e., `xʸ`. Results are undefined if `x < 0`. Results are undefined if `x = 0` and `y <= 0`.\n float pow(float x, float y);\n // Returns `x` raised to the `y` power, i.e., `xʸ`. Results are undefined if `x < 0`. Results are undefined if `x = 0` and `y <= 0`.\n vec2 pow(vec2 x, vec2 y);\n // Returns `x` raised to the `y` power, i.e., `xʸ`. Results are undefined if `x < 0`. Results are undefined if `x = 0` and `y <= 0`.\n vec3 pow(vec3 x, vec3 y);\n // Returns `x` raised to the `y` power, i.e., `xʸ`. Results are undefined if `x < 0`. Results are undefined if `x = 0` and `y <= 0`.\n vec4 pow(vec4 x, vec4 y);\n\n // Returns the natural exponentiation of `x`, i.e., `eˣ`\n float exp(float x);\n // Returns the natural exponentiation of `x`, i.e., `eˣ`\n vec2 exp(vec2 x);\n // Returns the natural exponentiation of `x`, i.e., `eˣ`\n vec3 exp(vec3 x);\n // Returns the natural exponentiation of `x`, i.e., `eˣ`\n vec4 exp(vec4 x);\n\n // Returns the natural logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = eʸ`. Results are undefined if `x <= 0`.\n float log(float x);\n // Returns the natural logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = eʸ`. Results are undefined if `x <= 0`.\n vec2 log(vec2 x);\n // Returns the natural logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = eʸ`. Results are undefined if `x <= 0`.\n vec3 log(vec3 x);\n // Returns the natural logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = eʸ`. Results are undefined if `x <= 0`.\n vec4 log(vec4 x);\n\n // Returns 2 raised to the `x` power, i.e., `2ˣ`.\n float exp2(float x);\n // Returns 2 raised to the `x` power, i.e., `2ˣ`.\n vec2 exp2(vec2 x);\n // Returns 2 raised to the `x` power, i.e., `2ˣ`.\n vec3 exp2(vec3 x);\n // Returns 2 raised to the `x` power, i.e., `2ˣ`.\n vec4 exp2(vec4 x);\n\n // Returns the base 2 logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = 2ʸ`. Results are undefined if `x <= 0`.\n float log2(float x);\n // Returns the base 2 logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = 2ʸ`. Results are undefined if `x <= 0`.\n vec2 log2(vec2 x);\n // Returns the base 2 logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = 2ʸ`. Results are undefined if `x <= 0`.\n vec3 log2(vec3 x);\n // Returns the base 2 logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = 2ʸ`. Results are undefined if `x <= 0`.\n vec4 log2(vec4 x);\n\n // Returns `√x`. Results are undefined if `x < 0`.\n float sqrt(float x);\n // Returns `√x`. Results are undefined if `x < 0`.\n vec2 sqrt(vec2 x);\n // Returns `√x`. Results are undefined if `x < 0`.\n vec3 sqrt(vec3 x);\n // Returns `√x`. Results are undefined if `x < 0`.\n vec4 sqrt(vec4 x);\n\n // Returns `1 / √x`. Results are undefined if `x <= 0`.\n float inversesqrt(float x);\n // Returns `1 / √x`. Results are undefined if `x <= 0`.\n vec2 inversesqrt(vec2 x);\n // Returns `1 / √x`. Results are undefined if `x <= 0`.\n vec3 inversesqrt(vec3 x);\n // Returns `1 / √x`. Results are undefined if `x <= 0`.\n vec4 inversesqrt(vec4 x);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Common Functions\n\n // Returns `x` if `x >= 0`, otherwise it returns `-x`.\n float abs(float x);\n // Returns `x` if `x >= 0`, otherwise it returns `-x`.\n vec2 abs(vec2 x);\n // Returns `x` if `x >= 0`, otherwise it returns `-x`.\n vec3 abs(vec3 x);\n // Returns `x` if `x >= 0`, otherwise it returns `-x`.\n vec4 abs(vec4 x);\n\n // Returns `1.0` if `x > 0`, `0.0` if `x = 0`, or `-1.0` if `x < 0`\n float sign(float x);\n // Returns `1.0` if `x > 0`, `0.0` if `x = 0`, or `-1.0` if `x < 0`\n vec2 sign(vec2 x);\n // Returns `1.0` if `x > 0`, `0.0` if `x = 0`, or `-1.0` if `x < 0`\n vec3 sign(vec3 x);\n // Returns `1.0` if `x > 0`, `0.0` if `x = 0`, or `-1.0` if `x < 0`\n vec4 sign(vec4 x);\n\n // Returns a value equal to the nearest integer that is less than or equal to `x`\n float floor(float x);\n // Returns a value equal to the nearest integer that is less than or equal to `x`\n vec2 floor(vec2 x);\n // Returns a value equal to the nearest integer that is less than or equal to `x`\n vec3 floor(vec3 x);\n // Returns a value equal to the nearest integer that is less than or equal to `x`\n vec4 floor(vec4 x);\n\n // Returns a value equal to the nearest integer that is greater than or equal to `x`\n float ceil(float x);\n // Returns a value equal to the nearest integer that is greater than or equal to `x`\n vec2 ceil(vec2 x);\n // Returns a value equal to the nearest integer that is greater than or equal to `x`\n vec3 ceil(vec3 x);\n // Returns a value equal to the nearest integer that is greater than or equal to `x`\n vec4 ceil(vec4 x);\n\n // Returns `x - floor(x)`\n float fract(float x);\n // Returns `x - floor(x)`\n vec2 fract(vec2 x);\n // Returns `x - floor(x)`\n vec3 fract(vec3 x);\n // Returns `x - floor(x)`\n vec4 fract(vec4 x);\n\n // Modulus (modulo). Returns `x - y * floor(x/y)`\n float mod(float x, float y);\n // Modulus (modulo). Returns `x - y * floor(x/y)`\n vec2 mod(vec2 x, float y);\n // Modulus (modulo). Returns `x - y * floor(x/y)`\n vec3 mod(vec3 x, float y);\n // Modulus (modulo). Returns `x - y * floor(x/y)`\n vec4 mod(vec4 x, float y);\n\n // Modulus. Returns `x - y * floor(x/y)`\n vec2 mod(vec2 x, vec2 y);\n // Modulus. Returns `x - y * floor(x/y)`\n vec3 mod(vec3 x, vec3 y);\n // Modulus. Returns `x - y * floor(x/y)`\n vec4 mod(vec4 x, vec4 y);\n\n // Returns `y` if `y < x`, otherwise it returns `x`\n float min(float x, float y);\n // Returns `y` if `y < x`, otherwise it returns `x`\n vec2 min(vec2 x, float y);\n // Returns `y` if `y < x`, otherwise it returns `x`\n vec2 min(vec2 x, vec2 y);\n // Returns `y` if `y < x`, otherwise it returns `x`\n vec3 min(vec3 x, float y);\n // Returns `y` if `y < x`, otherwise it returns `x`\n vec3 min(vec3 x, vec3 y);\n // Returns `y` if `y < x`, otherwise it returns `x`\n vec4 min(vec4 x, float y);\n // Returns `y` if `y < x`, otherwise it returns `x`\n vec4 min(vec4 x, vec4 y);\n\n // Returns `y` if `x < y`, otherwise it returns `x`\n float max(float x, float y);\n // Returns `y` if `x < y`, otherwise it returns `x`\n vec2 max(vec2 x, float y);\n // Returns `y` if `x < y`, otherwise it returns `x`\n vec2 max(vec2 x, vec2 y);\n // Returns `y` if `x < y`, otherwise it returns `x`\n vec3 max(vec3 x, float y);\n // Returns `y` if `x < y`, otherwise it returns `x`\n vec3 max(vec3 x, vec3 y);\n // Returns `y` if `x < y`, otherwise it returns `x`\n vec4 max(vec4 x, float y);\n // Returns `y` if `x < y`, otherwise it returns `x`\n vec4 max(vec4 x, vec4 y);\n\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n float clamp(float x, float minVal, float maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec2 clamp(vec2 x, float minVal, float maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec2 clamp(vec2 x, vec2 minVal, vec2 maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec3 clamp(vec3 x, float minVal, float maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec3 clamp(vec3 x, vec3 minVal, vec3 maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec4 clamp(vec4 x, float minVal, float maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec4 clamp(vec4 x, vec4 minVal, vec4 maxVal);\n\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n float mix(float x, float y, float a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec2 mix(vec2 x, vec2 y, float a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec2 mix(vec2 x, vec2 y, vec2 a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec3 mix(vec3 x, vec3 y, float a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec3 mix(vec3 x, vec3 y, vec3 a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec4 mix(vec4 x, vec4 y, float a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec4 mix(vec4 x, vec4 y, vec4 a);\n\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n float step(float edge, float x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec2 step(float edge, vec2 x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec2 step(vec2 edge, vec2 x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec3 step(float edge, vec3 x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec3 step(vec3 edge, vec3 x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec4 step(float edge, vec4 x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec4 step(vec4 edge, vec4 x);\n\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n float smoothstep(float edge0, float edge1, float x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec2 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec2 smoothstep(float edge0, float edge1, vec2 x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec2 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec2 smoothstep(vec2 edge0, vec2 edge1, vec2 x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec3 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec3 smoothstep(float edge0, float edge1, vec3 x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec3 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec3 smoothstep(vec3 edge0, vec3 edge1, vec3 x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec4 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec4 smoothstep(float edge0, float edge1, vec4 x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec4 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec4 smoothstep(vec4 edge0, vec4 edge1, vec4 x);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Geometric Functions\n\n // Returns the length of vector `x`, i.e. `√x²`\n float length(float x);\n // Returns the length of vector `x`, i.e. `√x[0]² + x[1]²`\n float length(vec2 x);\n // Returns the length of vector `x`, i.e. `√x[0]² + x[1]² + x[2]²`\n float length(vec3 x);\n // Returns the length of vector `x`, i.e. `√x[0]² + x[1]² + x[2]² + x[3]²`\n float length(vec4 x);\n\n // Returns the distance between `p0` and `p1`, i.e. `length(p0 - p1)`\n float distance(float p0, float p1);\n // Returns the distance between `p0` and `p1`, i.e. `length(p0 - p1)`\n float distance(vec2 p0, vec2 p1);\n // Returns the distance between `p0` and `p1`, i.e. `length(p0 - p1)`\n float distance(vec3 p0, vec3 p1);\n // Returns the distance between `p0` and `p1`, i.e. `length(p0 - p1)`\n float distance(vec4 p0, vec4 p1);\n\n // Returns the dot product of `x` and `y`, i.e. `x*y`\n float dot(float x, float y);\n // Returns the dot product of `x` and `y`, i.e. `x[0]*y[0] + x[1]*y[1]`\n float dot(vec2 x, vec2 y);\n // Returns the dot product of `x` and `y`, i.e. `x[0]*y[0] + x[1]*y[1] + x[2]*y[2]`\n float dot(vec3 x, vec3 y);\n // Returns the dot product of `x` and `y`, i.e. `x[0]*y[0] + x[1]*y[1] + x[2]*y[2] + x[3]*y[3]`\n float dot(vec4 x, vec4 y);\n\n // Returns the cross product of `x` and `y`, i.e.\n //\n // ```glslx\n // vec3(\n // x[1]*y[2] - y[1]*x[2],\n // x[2]*y[0] - y[2]*x[0],\n // x[0]*y[1] - y[0]*x[1])\n // ```\n vec3 cross(vec3 x, vec3 y);\n\n // Returns a vector in the same direction as `x` but with a length of 1.\n float normalize(float x);\n // Returns a vector in the same direction as `x` but with a length of 1.\n vec2 normalize(vec2 x);\n // Returns a vector in the same direction as `x` but with a length of 1.\n vec3 normalize(vec3 x);\n // Returns a vector in the same direction as `x` but with a length of 1.\n vec4 normalize(vec4 x);\n\n // If `dot(Nref, I) < 0` return `N`, otherwise return `-N`\n float faceforward(float N, float I, float Nref);\n // If `dot(Nref, I) < 0` return `N`, otherwise return `-N`\n vec2 faceforward(vec2 N, vec2 I, vec2 Nref);\n // If `dot(Nref, I) < 0` return `N`, otherwise return `-N`\n vec3 faceforward(vec3 N, vec3 I, vec3 Nref);\n // If `dot(Nref, I) < 0` return `N`, otherwise return `-N`\n vec4 faceforward(vec4 N, vec4 I, vec4 Nref);\n\n // For the incident vector `I` and surface orientation `N`, returns the reflection direction: `I - 2 * dot(N, I) * N`.\n // `N` must already be normalized in order to achieve the desired result.\n float reflect(float I, float N);\n // For the incident vector `I` and surface orientation `N`, returns the reflection direction: `I - 2 * dot(N, I) * N`.\n // `N` must already be normalized in order to achieve the desired result.\n vec2 reflect(vec2 I, vec2 N);\n // For the incident vector `I` and surface orientation `N`, returns the reflection direction: `I - 2 * dot(N, I) * N`.\n // `N` must already be normalized in order to achieve the desired result.\n vec3 reflect(vec3 I, vec3 N);\n // For the incident vector `I` and surface orientation `N`, returns the reflection direction: `I - 2 * dot(N, I) * N`.\n // `N` must already be normalized in order to achieve the desired result.\n vec4 reflect(vec4 I, vec4 N);\n\n // For the incident vector `I` and surface normal `N`, and the ratio of indices of refraction `eta`, return the refraction vector.\n // The result is computed by:\n //\n // ```glslx\n // float k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I));\n // if (k < 0.0) return float(0.0);\n // else return eta * I - (eta * dot(N, I) + sqrt(k)) * N;\n // ```\n //\n // The input parameters for the incident vector `I` and the surface normal `N`.\n float refract(float I, float N, float eta);\n // For the incident vector `I` and surface normal `N`, and the ratio of indices of refraction `eta`, return the refraction vector.\n // The result is computed by:\n //\n // ```glslx\n // float k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I));\n // if (k < 0.0) return vec2(0.0);\n // else return eta * I - (eta * dot(N, I) + sqrt(k)) * N;\n // ```\n //\n // The input parameters for the incident vector `I` and the surface normal `N`.\n vec2 refract(vec2 I, vec2 N, float eta);\n // For the incident vector `I` and surface normal `N`, and the ratio of indices of refraction `eta`, return the refraction vector.\n // The result is computed by:\n //\n // ```glslx\n // float k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I));\n // if (k < 0.0) return vec3(0.0);\n // else return eta * I - (eta * dot(N, I) + sqrt(k)) * N;\n // ```\n //\n // The input parameters for the incident vector `I` and the surface normal `N`.\n vec3 refract(vec3 I, vec3 N, float eta);\n // For the incident vector `I` and surface normal `N`, and the ratio of indices of refraction `eta`, return the refraction vector.\n // The result is computed by:\n //\n // ```glslx\n // float k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I));\n // if (k < 0.0) return vec4(0.0);\n // else return eta * I - (eta * dot(N, I) + sqrt(k)) * N;\n // ```\n //\n // The input parameters for the incident vector `I` and the surface normal `N`.\n vec4 refract(vec4 I, vec4 N, float eta);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Matrix Functions\n\n // Multiply matrix `x` by matrix `y` component-wise, i.e., `result[i][j]` is the scalar product of `x[i][j]` and `y[i][j]`.\n // Note: to get linear algebraic matrix multiplication, use the multiply operator (`*`).\n mat2 matrixCompMult(mat2 x, mat2 y);\n // Multiply matrix `x` by matrix `y` component-wise, i.e., `result[i][j]` is the scalar product of `x[i][j]` and `y[i][j]`.\n // Note: to get linear algebraic matrix multiplication, use the multiply operator (`*`).\n mat3 matrixCompMult(mat3 x, mat3 y);\n // Multiply matrix `x` by matrix `y` component-wise, i.e., `result[i][j]` is the scalar product of `x[i][j]` and `y[i][j]`.\n // Note: to get linear algebraic matrix multiplication, use the multiply operator (`*`).\n mat4 matrixCompMult(mat4 x, mat4 y);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Vector Relational Functions\n\n // Returns the component-wise compare of `x < y`.\n bvec2 lessThan(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x < y`.\n bvec2 lessThan(vec2 x, vec2 y);\n // Returns the component-wise compare of `x < y`.\n bvec3 lessThan(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x < y`.\n bvec3 lessThan(vec3 x, vec3 y);\n // Returns the component-wise compare of `x < y`.\n bvec4 lessThan(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x < y`.\n bvec4 lessThan(vec4 x, vec4 y);\n\n // Returns the component-wise compare of `x <= y`.\n bvec2 lessThanEqual(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x <= y`.\n bvec2 lessThanEqual(vec2 x, vec2 y);\n // Returns the component-wise compare of `x <= y`.\n bvec3 lessThanEqual(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x <= y`.\n bvec3 lessThanEqual(vec3 x, vec3 y);\n // Returns the component-wise compare of `x <= y`.\n bvec4 lessThanEqual(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x <= y`.\n bvec4 lessThanEqual(vec4 x, vec4 y);\n\n // Returns the component-wise compare of `x > y`.\n bvec2 greaterThan(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x > y`.\n bvec2 greaterThan(vec2 x, vec2 y);\n // Returns the component-wise compare of `x > y`.\n bvec3 greaterThan(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x > y`.\n bvec3 greaterThan(vec3 x, vec3 y);\n // Returns the component-wise compare of `x > y`.\n bvec4 greaterThan(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x > y`.\n bvec4 greaterThan(vec4 x, vec4 y);\n\n // Returns the component-wise compare of `x >= y`.\n bvec2 greaterThanEqual(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x >= y`.\n bvec2 greaterThanEqual(vec2 x, vec2 y);\n // Returns the component-wise compare of `x >= y`.\n bvec3 greaterThanEqual(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x >= y`.\n bvec3 greaterThanEqual(vec3 x, vec3 y);\n // Returns the component-wise compare of `x >= y`.\n bvec4 greaterThanEqual(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x >= y`.\n bvec4 greaterThanEqual(vec4 x, vec4 y);\n\n // Returns the component-wise compare of `x == y`.\n bvec2 equal(bvec2 x, bvec2 y);\n // Returns the component-wise compare of `x == y`.\n bvec2 equal(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x == y`.\n bvec2 equal(vec2 x, vec2 y);\n // Returns the component-wise compare of `x == y`.\n bvec3 equal(bvec3 x, bvec3 y);\n // Returns the component-wise compare of `x == y`.\n bvec3 equal(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x == y`.\n bvec3 equal(vec3 x, vec3 y);\n // Returns the component-wise compare of `x == y`.\n bvec4 equal(bvec4 x, bvec4 y);\n // Returns the component-wise compare of `x == y`.\n bvec4 equal(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x == y`.\n bvec4 equal(vec4 x, vec4 y);\n\n // Returns the component-wise compare of `x != y`.\n bvec2 notEqual(bvec2 x, bvec2 y);\n // Returns the component-wise compare of `x != y`.\n bvec2 notEqual(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x != y`.\n bvec2 notEqual(vec2 x, vec2 y);\n // Returns the component-wise compare of `x != y`.\n bvec3 notEqual(bvec3 x, bvec3 y);\n // Returns the component-wise compare of `x != y`.\n bvec3 notEqual(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x != y`.\n bvec3 notEqual(vec3 x, vec3 y);\n // Returns the component-wise compare of `x != y`.\n bvec4 notEqual(bvec4 x, bvec4 y);\n // Returns the component-wise compare of `x != y`.\n bvec4 notEqual(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x != y`.\n bvec4 notEqual(vec4 x, vec4 y);\n\n // Returns true if any component of `x` is `true`.\n bool any(bvec2 x);\n // Returns true if any component of `x` is `true`.\n bool any(bvec3 x);\n // Returns true if any component of `x` is `true`.\n bool any(bvec4 x);\n\n // Returns true only if all components of `x` are `true`.\n bool all(bvec2 x);\n // Returns true only if all components of `x` are `true`.\n bool all(bvec3 x);\n // Returns true only if all components of `x` are `true`.\n bool all(bvec4 x);\n\n // Returns the component-wise logical complement of `x`.\n bvec2 not(bvec2 x);\n // Returns the component-wise logical complement of `x`.\n bvec3 not(bvec3 x);\n // Returns the component-wise logical complement of `x`.\n bvec4 not(bvec4 x);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Texture Lookup Functions\n\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n vec4 texture2D(sampler2D sampler, vec2 coord);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n vec4 texture2D(sampler2D sampler, vec2 coord, float bias);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n // The texture coordinate `(coord.s, coord.t)` is divided by the last component of `coord`.\n vec4 texture2DProj(sampler2D sampler, vec3 coord);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n // The texture coordinate `(coord.s, coord.t)` is divided by the last component of `coord`.\n vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n // The texture coordinate `(coord.s, coord.t)` is divided by the last component of `coord`.\n vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n // The texture coordinate `(coord.s, coord.t)` is divided by the last component of `coord`. The third component of `coord` is ignored.\n vec4 texture2DProj(sampler2D sampler, vec4 coord);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n // The texture coordinate `(coord.s, coord.t)` is divided by the last component of `coord`. The third component of `coord` is ignored.\n vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n // The texture coordinate `(coord.s, coord.t)` is divided by the last component of `coord`. The third component of `coord` is ignored.\n vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);\n\n // Use the texture coordinate `coord` to do a texture lookup in the cube map texture currently bound to `sampler`.\n // The direction of `coord` is used to select which face to do a 2-dimensional texture lookup in.\n vec4 textureCube(samplerCube sampler, vec3 coord);\n // Use the texture coordinate `coord` to do a texture lookup in the cube map texture currently bound to `sampler`.\n // The direction of `coord` is used to select which face to do a 2-dimensional texture lookup in.\n vec4 textureCube(samplerCube sampler, vec3 coord, float bias);\n // Use the texture coordinate `coord` to do a texture lookup in the cube map texture currently bound to `sampler`.\n // The direction of `coord` is used to select which face to do a 2-dimensional texture lookup in.\n vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod);\n\n #extension GL_OES_standard_derivatives {\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `x` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdx(dFdx(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n float dFdx(float v);\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `x` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdx(dFdx(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n vec2 dFdx(vec2 v);\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `x` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdx(dFdx(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n vec3 dFdx(vec3 v);\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `x` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdx(dFdx(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n vec4 dFdx(vec4 v);\n\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `y` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdy(dFdy(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n float dFdy(float v);\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `y` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdy(dFdy(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n vec2 dFdy(vec2 v);\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `y` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdy(dFdy(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n vec3 dFdy(vec3 v);\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `y` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdy(dFdy(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n vec4 dFdy(vec4 v);\n\n // Returns the sum of the absolute derivative in `x` and `y` using local differencing for the input argument `p`, i.e. `abs(dFdx(p)) + abs(dFdy(p))`\n float fwidth(float v);\n // Returns the sum of the absolute derivative in `x` and `y` using local differencing for the input argument `p`, i.e. `abs(dFdx(p)) + abs(dFdy(p))`\n vec2 fwidth(vec2 v);\n // Returns the sum of the absolute derivative in `x` and `y` using local differencing for the input argument `p`, i.e. `abs(dFdx(p)) + abs(dFdy(p))`\n vec3 fwidth(vec3 v);\n // Returns the sum of the absolute derivative in `x` and `y` using local differencing for the input argument `p`, i.e. `abs(dFdx(p)) + abs(dFdy(p))`\n vec4 fwidth(vec4 v);\n }\n\n #extension GL_EXT_frag_depth {\n // Available only in the fragment language, `gl_FragDepthEXT` is an output variable that is used to establish the depth value for the current fragment.\n // If depth buffering is enabled and no shader writes to `gl_FragDepthEXT`, then the fixed function value for depth will be used (this value is contained\n // in the `z` component of `gl_FragCoord`) otherwise, the value written to `gl_FragDepthEXT` is used.\n //\n // If a shader statically assigns to `gl_FragDepthEXT`, then the value of the fragment's depth may be undefined for executions of the shader that take\n // that path. That is, if the set of linked fragment shaders statically contain a write to `gl_FragDepthEXT`, then it is responsible for always writing it.\n float gl_FragDepthEXT;\n }\n\n #extension GL_EXT_shader_texture_lod {\n vec4 texture2DGradEXT(sampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy);\n vec4 texture2DLodEXT(sampler2D sampler, vec2 coord, float lod);\n vec4 texture2DProjGradEXT(sampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy);\n vec4 texture2DProjGradEXT(sampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy);\n vec4 texture2DProjLodEXT(sampler2D sampler, vec3 coord, float lod);\n vec4 texture2DProjLodEXT(sampler2D sampler, vec4 coord, float lod);\n vec4 textureCubeGradEXT(samplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy);\n vec4 textureCubeLodEXT(samplerCube sampler, vec3 coord, float lod);\n }\n}\n"));
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16
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34
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- var b=E(a),c=z(a).a;return A(a,97)?x(_(new Lh(18),N(c)|0),B(a,b.a)):null}function jg(a){var b=E(a);if(a.m=new Xh(3,a.m),!A(a,85))return null;var c=z(a),d=U(bb,a,0);if(d||(d=x(s(new Lh(24),I),B(a,c.a))),!A(a,89))return null;var e=Ya(a,2);return e&&(Nb(a),x(o(o(new Lh(19),d),e),B(a,b.a)))}function kg(a){var b=E(a),c=null;if(!Q(a,90)){var d=z(a);c=U(bb,a,0),c||(c=x(s(new Lh(24),I),B(a,d.a))),A(a,90)}return x(o(new Lh(15),c),B(a,b.a))}function lg(a){var b=E(a),c=0;switch(z(a).b){case 25:c=32;break;case 29:c=64;break;case 16:c=4;break;default:return Mb(a),null}E(a);var d=Lb(a,1);return d&&Kb(a,b.a,o(_(new Lh(14),c),d))}function mg(a,b,c){var d=z(a).a;if(!A(a,96))return null;var e=new ac(wc(a.c),d,N(d),new Xh(4,a.m));if(e.e|=a.h|b,e.f=c,!pd(a,e))return null;var f=z(a).a,h=new Lh(1),l=null;if(!A(a,83))return null;for(a.m=e.d;z(a).b^87&&z(a).b^99;){var m=Ya(a,3);if(!m)return null;if(m.b^17)u(a.a,m.c,'This statement cannot be used inside a struct');else{o(h,m);for(var g=m.g.k;g;g=g.k){var i=g.e;e.i.push(i),P(i)&&u(a.a,
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- return te(a,E(a).a,new Lh(5));case 10:return Kb(a,E(a).a,new Lh(6));case 11:return cg(a);case 44:case 45:return dg(a);case 91:return fg(a);case 15:return gg(a);case 17:return hg(a);case 83:return xe(a);case 31:return lg(a);case 32:return kg(a);case 90:return x(new Lh(3),E(a).a);case 92:return ig(a);case 43:return jg(a)}var d=ve(a),e=od(a,b),f=null;if(Q(a,35)){var h=mg(a,e,d);return h&&x(h,B(a,c.a))}if(e){if(f=Lb(a,1),!f)return null}else f=Lb(a,0);if(f)return ue(a,c.a,e,f,1,d);var l=U(bb,a,0);return l&&Kb(a,c.a,o(new Lh(8),l))}function we(a,b){if(b.b^17&&b.b^16){var c=a.m.a==1||a.m.a==4,d=b.b==9||b.b==11||b.b==14||b.b==18;d&&!c?u(a.a,b.c,'This statement cannot be used inside a function'):!d&&c&&u(a.a,b.c,'This statement cannot be used outside a function')}}function ng(a,b){var c=z(a).a;if(!A(a,98))return!1;var d=null;try{d=JSON.parse(N(c))}catch(m){return u(a.a,c,'Invalid string literal'),!1}var e=a.c.b;if(!e)return u(a.a,c,'Cannot include files without access to a file system'),!1;var f=e(d,c.a.a);if(!f)return u(a.a,
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- c,'Cannot read the file '+JSON.stringify(d)),!1;if(a.e.has(f.a))return!0;Oa(a.e,f.a,!0),a.f.push(new Nh(c,Gg(f)));var h=Nc(a.a,f,0),l=new Oh(a.a,h,a.c,a.d,a.e);return l.m=a.m,!kc(l,b,1)||!A(l,99)?!1:!0}function xe(a){var b=z(a),c=new Lh(3);return a.m=new Xh(2,a.m),!A(a,83)||!kc(a,c,2)||!A(a,87)?null:(Nb(a),x(c,B(a,b.a)))}function od(a,b){for(var c=0;;){var d=z(a).b;switch(d){case 2:c|=1;break;case 8:c|=2;break;case 16:c|=4;break;case 18:c|=8;break;case 19:c|=16;break;case 25:c|=32;break;case 29:c|=64;break;case 30:c|=128;break;case 37:c|=256;break;case 38:c|=512;break;default:return c}(!b&&(d==2||d==37||d==38)||b==3&&d^25&&d^29&&d^16||b&&(d==18||d==30||d==19))&&u(a.a,z(a).a,'Cannot use this qualifier here'),E(a)}}function Lb(a,b){var c=z(a),d=null;switch(c.b){case 3:d=aa;break;case 5:d=Tb;break;case 6:d=Ub;break;case 7:d=Vb;break;case 14:d=$;break;case 20:d=fa;break;case 22:d=yb;break;case 23:d=zb;break;case 24:d=Ab;break;case 26:d=ob;break;case 27:d=pb;break;case 28:d=qb;break;case 33:d=Pg;break;case 34:d=Qg;
41
- break;case 39:d=Ga;break;case 40:d=Ha;break;case 41:d=Ia;break;case 42:d=Hd;break;case 96:var e=xd(a.m,N(c.a));if(!e||!(e instanceof ac))return b^1||Mb(a),null;d=M(e);break;default:return b^1||Mb(a),null}return E(a),x(s(new Lh(26),d),B(a,c.a))}function og(a,b,c,d,e){var f=d.m,h=new mc(wc(d.c),c,N(c),new Xh(0,f));if(h.e|=d.h|a|(h.c=='main'?1024:0),h.f=e,h.k=b,d.m=h.d,Q(d,42)){if(!A(d,89))return null}else if(!Q(d,89)){for(;;){var l=od(d,0),m=Lb(d,1);if(!m)return null;var g=z(d).a;if(!A(d,96))return null;var i=new Me(wc(d.c),g,N(g),d.m,0);if(i.e|=l,i.q=m,h.n.push(i),pd(d,i),!ye(d,i))return null;if(!Q(d,81))break}if(!A(d,89))return null}var n=Aa(f.c,N(c),null),k=!Q(d,90);if(n){if(n instanceof mc){for(var p=n;p;p=p.t)if(Ig(p,h)){p.k.f!=h.k.f?Of(d.a,h.k.c,h.c,h.k.f,p.k.f,p.k.c):p.p||!k?id(d.a,h.b,p.b):(p.w=h,h.w=p,h.e|=p.e,p.e=h.e);break}h.t=n,Fg(f,h)}else return id(d.a,c,n.b),null}else Le(f,h);if(k){var t=d.h;if(d.h&=-3073,h.p=xe(d),d.h&=t,!h.p)return null}return Nb(d),x(Gc(new Lh(11),h),B(d,b.c))}function ye(a,b){
42
- var c=z(a);if(Q(a,84)){if(Q(a,88))return u(a.a,B(a,c.a),'All array sizes must be specified'),!0;if(b.C=U(bb,a,0),!b.C||!A(a,88))return!1;var d=0;if(Y(a.d,b.C),qa(a.d,b.C,fa),b.C.f!=I){var e=G(b.C);if(e){if(e.b==30){var f=e.h|0;f<1?u(a.a,b.C.c,'Cannot declare an array with a size of "'+f+'"'):d=f}}else u(a.a,b.C.c,'This value must be a compile-time constant')}for(;z(a).b==84;){if(c=E(a),z(a).b^88&&!U(bb,a,0)||!A(a,88))return!1;u(a.a,B(a,c.a),'Multidimensional arrays are not a part of the language')}b.q=x(s(new Lh(26),Mg(b.q.f,d)),b.q.c)}return!0}function ze(a,b,c,d,e){for(var f=o(_(new Lh(17),d.h|a),b);;){var h=new Me(wc(d.c),c,N(c),d.m,d.m.a^1?d.m.a^4?2:3:1);if(h.e|=d.h|a,h.f=e,h.q=b,!ye(d,h))return null;var l=z(d).a,m=null;if(Q(d,69)){var g=z(d);m=U(bb,d,1),m||(m=x(s(new Lh(24),I),B(d,g.a)))}else l=null;var i=Ra(x(o(Gc(new Lh(2),h),m),B(d,h.b)),l);if(h.K=i,h.e&2&&Y(d.d,i),o(f,i),pd(d,h),!Q(d,81))return A(d,90),f;if(c=z(d).a,!A(d,96))return null}}function pd(a,b){var c=Aa(a.m.c,b.c,null);return c?(id(a.a,b.b,c.b),
43
- !1):(Le(a.m,b),!0)}function kc(a,b,c){for(;z(a).b^99&&z(a).b^87;){var d=z(a).a;if(Q(a,93)){if(c^1)return u(a.a,d,'"#include" statements cannot be used here'),Q(a,98),!1;if(!ng(a,b))return!1}else{var e=Ya(a,c);if(!e)return!1;if(e.b^13)we(a,e),o(b,e);else for(;e.g;){var f=r(e.g);we(a,f),o(b,f)}}}return!0}function qd(a,b,c,d,e,f){bb||(bb=ag());var h=new Map,l=new Oh(a,b,d,f,h);return l.m=e,kc(l,c,1)&&A(l,99),new Mh(l.f)}function z(a){return a.b[a.l]}function E(b){var a=z(b);return (b.l+1|0)<b.b.length&&(b.l=b.l+1|0),a}function B(c,a){var b=c.b[c.l>0?c.l-1|0:0];return b.a.c<a.b?a:Za(a,b.a)}function Q(b,a){return z(b).b^a?!1:(E(b),!0)}function A(e,a){if(Q(e,a))return!0;var b=z(e),c=b.a,d=(e.l>0?e.b[e.l-1|0]:b).a;return a==90||Ce(d).a^Ce(c).a?u(e.a,De(d),'Expected '+Ue[a]):u(e.a,c,'Expected '+Ue[a]+' but found '+Ue[b.b]),!1}function Mb(a){Mf(a.a,z(a))}function Nb(a){a.m=a.m.b}function Ea(e,a,b){var c=ta(e.a,a,null);if(c)b>c.a&&(c.a=b);else{var d=new Ph(b);c=d,Ba(e.a,a,d)}return c}function U(f,a,b){var c=z(a),d=ta(f.a,
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- c.b,null);if(!d||!d.b)return Mb(a),null;var e=Ae(f,a,b,d.b(a));return e}function Ae(f,a,b,c){for(;c;){var d=z(a).b,e=ta(f.a,d,null);if(!e||!e.c||e.a<=b)break;c=e.c(a,c)}return c}function R(d,a,b){Ea(d,a,0).b=function(c){return b(c,E(c))}}function Ob(h,a,b,c){Ea(h,a,0).b=function(d){var e=E(d),f=U(h,d,b);return f&&c(d,e,f)}}function Be(f,a,b,c){Ea(f,a,b).c=function(d,e){return c(d,e,E(d))}}function S(l,a,b,c){Ea(l,a,b).c=function(d,e){var f=E(d),h=U(l,d,b);return h&&c(d,e,f,h)}}function va(l,a,b,c){Ea(l,a,b).c=function(d,e){var f=E(d),h=U(l,d,b-1|0);return h&&c(d,e,f,h)}}function N(a){return a.a.b.slice(a.b,a.c)}function rd(b){var a=Rb(b.a,b.b);return b.a.a+':'+(a.a+1|0)+':'+(a.b+1|0)}function pg(b,a){return b.a==a.a&&b.b<a.c&&a.b<b.c}function lc(b,a){return b.b<=a&&a<=b.c}function sd(q,a){for(var b=Rb(q.a,q.b),c=Rb(q.a,q.c),d=Hg(q.a,b.a),e=b.b,f=c.a^b.a?d.length:c.b,h=Ye(bh,d,0),l=[],m=0,g=0;;){h.b^e||(m=l.length),h.b^f||(g=l.length);var i=Ze(h);if(i<0)break;if(i^9)l.push(i);else for(var n=0,K=8-l.length%8|0;n<K;n=n+1|0)l.push(32)}
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- var k=l.length;if(a>0&&k>a){var p=Math.min(g-m|0,a/2|0),t=Math.max((a-p|0)/2|0,3);if(m<t)d=vc(l.slice(0,a-3|0))+'...',g>(a-3|0)&&(g=a-3|0);else if((k-m|0)<(a-t|0)){var w=k-a|0;d='...'+vc(l.slice(w+3|0,k)),m=m-w|0,g=g-w|0}else{var v=m-t|0;d='...'+vc(l.slice(v+3|0,(v+a|0)-3|0))+'...',m=m-v|0,g=g-v|0,g>(a-3|0)&&(g=a-3|0)}}else d=vc(l);return new Rh(d,bc(' ',m)+((g-m|0)<2?'^':bc('~',g-m|0)))}function qg(c,a,b){return new Sh(c.a,c.b+a|0,c.b+b|0)}function Ce(a){return Rb(a.a,a.b)}function De(a){return new Sh(a.a,a.c,a.c)}function Za(a,b){return new Sh(a.a,a.b,b.c)}function rg(a){var b='abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ_'[a%53];for(a=a/53|0;a>0;)a=a-1|0,b+='abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ_0123456789'[a%63],a=a/63|0;return b}function sg(n,a){for(var b=0,k=a.length;b<k;b=b+1|0)n.h=b,lb(n,a[b]);ug(n);var c=new Map,d=Ee(n,n.f,null);d.sort(function(e,f){return Wc(Fe(n,f),Fe(n,e))});for(var K=0,C=d.length;K<C;K=K+1|0)for(var h=d[K],l=null,v=0,q=h.length;v<q;v=v+1|0)for(var m=h[v],p=0,t=Array.from(m.c.values()),w=t.length;p<w;p=p+1|0){
46
- var g=t[p],i=g.c;!(g.e&3072)&&(!n.a||n.a==1&&!(g.e&257))&&(l==null&&(l=tg(n)),g.c=l),!(g.e&2048)&&g.e&257&&Oa(c,i,g.c)}return c}function lb(f,a){var l,h;a.e&&((h=td(f,a.e)).d=h.d+1|0);for(var b=a.g;b;b=b.k)lb(f,b);switch(a.b){case 2:var c=a.e;lb(f,c.q),P(c)&&lb(f,P(c));break;case 11:var d=a.e;f.m=f.d.get(a.e.a).b,d.w&&Fd(f.f,f.m,td(f,d.w).b),lb(f,d.k);for(var m=0,g=d.n,i=g.length;m<i;m=m+1|0){var e=g[m];(l=td(f,e)).d=l.d+1|0,lb(f,e.q)}d.p&&lb(f,d.p),f.m=-1;break}}function td(c,a){var b=ta(c.d,a.a,null);return b||(b=new Uh(a.c,c.c.length),b.e=Bd(a),c.c.push(b),Ba(c.d,a.a,b),Pe(c.e),Pe(c.f)),b.c.has(c.h)||Ba(b.c,c.h,a),Bd(a)&&Fd(c.e,c.m,b.b),b}function tg(b){for(;;){var a=rg(b.l);if(b.l=b.l+1|0,!Kg.has(a)&&!Lg.has(a)&&!a.startsWith('gl_'))return a}}function Ee(h,a,b){for(var c=new Map,l=0,m=h.c,g=m.length;l<g;l=l+1|0){var d=m[l];if(!b||b(d)){var e=Qc(a,d.b),f=ta(c,e,null);f||(f=[],Ba(c,e,f)),f.push(d)}}return Array.from(c.values())}function ug(b){vg(b,Ee(b,b.e,function(a){return a.e}))}function vg(l,a){for(var b=[],g=0,i=a.length;g<i;g=g+1|0){
47
- var c=a[g];c.sort(function(d,e){return Wc(e.d,d.d)});for(var f=0,m=c.length;f<m;f=f+1|0){var h=c[f];f<b.length?Fd(l.f,h.b,b[f]):b.push(h.b)}}}function Fe(d,a){for(var b=0,e=0,f=a.length;e<f;e=e+1|0){var c=a[e];b=b+c.d|0}return b}function ud(f,a){Y(f,a);for(var h=0,l=f.d,m=l.length;h<m;h=h+1|0){var b=l[h];r(b)}var c=a.g;f.d.length&&Hc(a,c,f.d[0]);for(var g=0,i=Array.from(f.e.values()),n=i.length;g<n;g=g+1|0){var d=i[g];Hc(a,c,d)}f.a.b=f.a.b.filter(function(e){return e.g==0})}function vd(b,a){a.b.a.a!='<api>'&&!a.g&&!(a.e&1024)&&b.a.b.push(a)}function Y(q,a){if(!a.f){a.f=I;var b=a.b;switch(b){case 0:case 1:wd(q,a);break;case 2:var c=a.e;vd(q,c),Y(q,c.q);var d=c.q.f;if(d==Hd&&(u(q.a,c.q.c,'Cannot create a variable of type "'+D(d)+'"'),d=I),c.C&&(ja(q,c.C),qa(q,c.C,fa)),P(c)&&(ja(q,P(c)),qa(q,P(c),d),d.d&&he(q.a,a.d,d)),c.e&2)if(P(c)){if(P(c).f!=I){var e=G(P(c));e?c.h=e:u(q.a,P(c).c,'This value must be a compile-time constant')}}else c.v^2||u(q.a,c.b,'Constants must be initialized');break;case 3:mb(q,a);break;case 4:case 5:case 6:
48
- break;case 7:mb(q,a.g),Y(q,a.i),qa(q,a.i,aa);break;case 8:Y(q,a.g);break;case 9:break;case 10:kb(a)&&ja(q,kb(a)),Da(a)&&(ja(q,Da(a)),qa(q,Da(a),aa)),Ic(a)&&ja(q,Ic(a)),mb(q,a.i);break;case 11:var f=a.e;vd(q,f);for(var K=0,C=f.n,F=C.length;K<F;K=K+1|0){var h=C[K];Y(q,h.q)}Y(q,f.k),f.p&&(q.f=f.k.f,mb(q,f.p),q.f&&q.f!=Hd&&f.p.p&&u(q.a,f.b,'All control paths for "'+f.c+'" must return a value of type "'+D(q.f)+'"'),q.f=null);break;case 12:Y(q,a.g),qa(q,a.g,aa),mb(q,a.g.k),a.g.k.k&&mb(q,a.g.k.k);break;case 14:break;case 15:a.g?(Y(q,a.g),qa(q,a.g,q.f||I)):(a.f=Hd,qa(q,a,q.f||I));break;case 16:var l=a.e;vd(q,l),wd(q,a);for(var m=M(l),O=0,la=l.i,L=la.length;O<L;O=O+1|0){var g=la[O],i=g.q.f;i.d&&(m.d=!0),i.e&&(m.e=!0)}break;case 17:wd(q,a);break;case 18:q.d.push(a);break;case 19:Y(q,a.g),qa(q,a.g,aa),mb(q,a.i);break;case 20:yg(q,a);break;case 21:zg(q,a);break;case 22:var n=a.g,k=a.i,p=a.g.k;ja(q,n),qa(q,n,aa),ja(q,p),ja(q,k),p.f==I||k.f==I?a.f=I:p.f!=k.f?u(q.a,Za(p.c,k.c),'Cannot merge type "'+D(p.f)+'" and type "'+D(k.f)+'"'):p.f.d?Tf(q.a,
49
- Za(p.c,k.c),p.f):a.f=p.f;break;case 23:var t=a.e;t instanceof Me?(Y(q,t.q),a.f=t.q.f):t instanceof mc&&!Zf(a)?u(q.a,a.c,'The function "'+t.c+'" must be called'):a.f=M(t);var w=t.l;w!=null&&!q.e.has(w)&&!Aa(q.b.a,w,0)&&Oa(q.e,w,_(hc(new Lh(9),w),2));break;case 25:for(var v=a.g;v;v=v.k)ja(q,v);a.f=a.i.f;break;default:kd(b)?wg(q,a):Ec(b)&&xg(q,a);break}}}function mb(c,a){if(ff(c.c,a),a.b^3)Y(c,a),Od(c.c,a);else for(var b=a.g;b;b=b.k)Y(c,b),Od(c.c,b);gf(c.c,a)}function wg(d,a){var b=a.g;ja(d,b),ld(a.b)&&Ge(d,b);var c=b.f;switch(a.b){case 31:case 33:case 34:case 35:case 36:case 37:a.f=Ng(c)?c:I;break;case 32:a.f=c==aa?aa:I;break}a.f==I&&c!=I&&u(d.a,a.d,'No unary operator "'+N(a.d)+'" for type "'+D(c)+'"')}function xg(i,a){var b=a.g,c=a.i;ja(i,b),ja(i,c),Fc(a.b)&&Ge(i,b);var d=b.f,e=c.f,f=d==e;switch(a.b){case 38:case 51:case 49:case 39:a.f=f&&ea(d)||Pc(d)&&e==$||Oc(d)&&e==fa?d:d==$&&Pc(e)||d==fa&&Oc(e)?e:a.b==49&&(d==Ga&&e==ob||d==ob&&e==Ga)?Ga:a.b==49&&(d==Ha&&e==pb||d==pb&&e==Ha)?Ha:a.b==49&&(d==Ia&&e==qb||d==qb&&e==Ia)?Ia:I;
50
- break;case 40:case 50:a.f=f&&Og(d)?aa:I;break;case 46:case 47:case 48:a.f=f&&d==aa?aa:I;break;case 44:case 45:case 41:case 42:a.f=f&&(d==$||d==fa)?aa:I;break;case 52:a.f=d,d.d&&he(i.a,a.d,d),qa(i,c,d);return;case 53:case 56:case 55:case 54:a.f=f&&ea(d)||Pc(d)&&e==$||Oc(d)&&e==fa||a.b==55&&(d==Ga&&e==ob||d==Ha&&e==pb||d==Ia&&e==qb)?d:I;break;case 43:if(e==fa){var h=Dd(d);h&&(a.f=h);var l=G(c);if(l&&l.b==30){var m=l.h|0,g=Ta(d);(m<0||g&&m>=g)&&u(i.a,c.c,'Index "'+m+'" is out of bounds for type "'+D(d)+'"')}}break}a.f==I&&d!=I&&e!=I&&(a.b^43?Uf(i.a,a.d,N(a.d),d,e):u(i.a,a.d,'No index operator for type "'+D(d)+'" and type "'+D(e)+'"'))}function yg(l,a){var b=a.g;Y(l,b);for(var c=b.f,d=c.a,e=[],f=!1,h=b.k;h;h=h.k)ja(l,h),e.push(h),h.f==I&&(f=!0);if(!f){if(d){if(d instanceof mc){Ag(l,d,a,e);return}if(d instanceof ac){Bg(l,c,a,e);return}}c!=I&&u(l.a,b.c,'Cannot call type "'+D(c)+'"')}}function zg(l,a){var b=a.g,c=a.l,d=a.d;if(ja(l,b),c!=''){var e=b.f,f=ne(a);switch(e){case Tb:case yb:case Ga:case Ub:case zb:case Ha:case Vb:case Ab:case Ia:
51
- a.f=Cg(l,d,e,c,f);break;case I:break;default:if(e.a&&e.a instanceof ac)for(var m=0,g=e.a.i,i=g.length;m<i;m=m+1|0){var h=g[m];if(h.c==c){a.e=h,Y(l,h.q),a.f=h.q.f;break}}a.e||u(l.a,d,'Cannot find "'+c+'" on type "'+D(e)+'"');break}}}function Ag(q,a,b,c){for(var d=[],e=a;e;e=e.t)~d.indexOf(e.w)||d.push(e);if(d.length^1&&(d=d.slice(),Gb(d,function(f){return f.n.length!=c.length}),d.length^1)){var h=d.slice();Gb(d,function(l){for(var m=0,K=c.length;m<K;m=m+1|0)if(l.n[m].q.f!=c[m].f)return!0;return!1}),d.length^1&&(d=h,Gb(d,function(g){for(var i=0,C=c.length;i<C;i=i+1|0){var n=g.n[i].q.f,k=c[i].f,p=Fa(n),t=Fa(k);if(n!=k&&(!p||!t||p^t))return!0}return!1}))}if(d.length^1)u(q.a,b.g.c,'No matching overload for function "'+a.c+'"');else{var w=d[0];if(w.n.length^c.length)Rf(q.a,b.d,w.n.length,c.length,w.c,w.b);else for(var v=0,F=c.length;v<F;v=v+1|0)qa(q,c[v],w.n[v].q.f);b.g.e=w,b.f=w.k.f}}function Bg(w,a,b,c){if(b.f=a,a!=I)if(ea(a)){for(var d=Fa(a),e=!1,f=0,v=0,q=c.length;v<q;v=v+1|0){var h=c[v],l=h.f,m=Fa(l);if(!ea(l)){
52
- l!=I&&u(w.a,h.c,'Cannot use value of type "'+D(l)+'" when constructing type "'+D(a)+'"');return}f>=d&&Pf(w.a,h.c,a,d,f+m|0),$a(l)&&(e=!0),f=f+m|0}var g=$a(a)&&e;g&&c.length^1?u(w.a,b.d,'If a matrix argument is given to a matrix constructor, it is an error to have any other arguments'):f<d&&f^1&&!g&&Qf(w.a,b.d,a,f)}else{var i=a.a,n=i.i,k=n.length,p=c.length;if(k^p)Sf(w.a,b.d,k,p,i.c,i.b);else for(var t=0;t<k;t=t+1|0)qa(w,c[t],n[t].q.f)}}function Cg(m,a,b,c,d){var e=c.length;if(e<1||e>4)return u(m.a,a,'Invalid swizzle "'+c+'" on type "'+D(b)+'"'),I;for(var f=Fa(b),g=0,i=zd(f),n=i.length;g<n;g=g+1|0){var h=i[g];if(~h.indexOf(c[0])){for(var l=1;l<e;l=l+1|0){if(h.indexOf(c[l])==-1)return u(m.a,a,'Invalid swizzle "'+c+'" on type "'+D(b)+'"'),I;if(d&&~c.slice(0,l).indexOf(c[l]))return u(m.a,qg(a,l,l+1|0),'The field "'+c[l]+'" cannot be specified multiple times when used as a storage location'),I}return Ad(ea(b),e)}}return u(m.a,a,'Invalid swizzle "'+c+'" on type "'+D(b)+'"'),I}function ja(b,a){Y(b,a),a.b==26&&a.f!=I&&(u(b.a,
53
- a.c,'Unexpected type "'+D(a.f)+'"'),a.f=I)}function wd(c,a){for(var b=a.g;b;b=b.k)Y(c,b)}function Ge(c,a){d:for(var b=a;;){if(b.f==I)break;switch(b.b){case 23:(b.e.e&2||b.e.e&256)&&u(c.a,a.c,'Cannot store to this location');break d;case 21:b=b.g;break;case 43:b=b.g;break;default:u(c.a,a.c,'Cannot store to this location');break d}}}function qa(c,a,b){a.f!=b&&a.f!=I&&b!=I&&u(c.a,a.c,'Cannot convert from type "'+D(a.f)+'" to type "'+D(b)+'"')}function Dg(a,b,c){for(;;){var d=new Wh;if(c.a&&Lc(d,a),c.d&&(Jc(d,a),Kc(d,a),Eg(d,a,b)),!d.a)break}c.a&&nb(a)}function nb(a){switch(a.b){case 12:if(!a.g.k.k)return!0;var b=a.g.k,c=nb(b);return c&&b.b^3&&ia(b,o(new Lh(3),md(b))),nb(a.g.k.k);case 10:return nb(a.i);case 11:var d=a.e;d.p&&nb(d.p);break;case 19:return nb(a.i);default:for(var e=a.g;e;e=e.k)nb(e);return!1}return!1}function Jc(l,a){for(var b=a.g;b;b=b.k)Jc(l,b);switch(a.b){case 2:var c=a.e;P(c)&&Jc(l,P(c)),(c.v==2||c.v==1)&&(l.b.push(c),Ba(l.c,c.a,0),Ba(l.d,c.a,0));break;case 11:var d=a.e;Ba(l.c,d.a,0),d.p&&Jc(l,d.p);
54
- break;case 23:var e=a.e.a,f=ta(l.c,e,-1);~f&&Ba(l.c,e,f+1|0),oe(a)&&(f=ta(l.d,e,-1),~f&&Ba(l.d,e,f+1|0));var h=a.e.l;h!=null&&Oa(l.e,h,0);break}}function Kc(m,a){for(var b=a.g,c=null;b;b=c)c=b.k,Kc(m,b);switch(a.b){case 2:if(Je(m,a.e)||Ke(m,a.e)||Ie(m,a.e)&&(!a.g||oa(a.g)||a.e.h))r(a),m.a=!0;else{a.g&&Kc(m,a.g);var d=a.e.C;if(d&&d.b==23){var e=He(m,d.e);e&&(a.e.C=e,m.a=!0)}}break;case 11:var f=a.e;Ie(m,f)&&!(f.e&1024)?(r(a),m.a=!0):f.p&&Kc(m,f.p);break;case 17:if(!a.g.k){var h=a.m.b;h==3||!h||h==16?r(a):h^10?H(a,new Lh(3)):H(a,new Lh(25)),m.a=!0}break;case 23:var l=He(m,a.e);l&&(ia(a,l),m.a=!0);break}}function He(b,a){return Je(b,a)?Xa(a.h):Ke(b,a)?Xa(P(a)):null}function Eg(e,a,b){for(var c=a.g,d=null;c;c=d)d=c.k,c.b==9&&!e.e.has(c.l)&&!Aa(b.a,c.l,0)&&r(c)}function Ie(b,a){return ta(b.c,a.a,-1)==0&&(!(a instanceof mc)||a.w==null||ta(b.c,a.w.a,-1)==0)}function Je(b,a){return a.h!=null&&jd(a.h.b)}function Ke(b,a){return ta(b.d,a.a,-1)==0&&P(a)!=null&&jd(P(a).b)}function Lc(y,a){for(var b=a.g,c=null;b;b=c)c=b.k,Lc(y,
55
- b);switch(a.b){case 2:var d=a.e;P(d)&&Lc(y,P(d));break;case 3:for(var e=a.g;e;e=e.k)if(Wf(e.b)&&e.k){for(;e.k;)r(e.k);y.a=!0}if(a.m&&a.m.b==3){for(var f=!1,h=a.g;h;h=h.k)h.b^17||(f=!0);if(!f){me(a),y.a=!0;return}}break;case 8:if(a.m.b==3){if(oa(a.g)){r(a),y.a=!0;return}var l=a.n;if(l&&l.b==8){var m=r(a.g);o(a,o(o(new Lh(25),r(r(l).g)),m)),y.a=!0;return}}break;case 7:Mc(y,a.g),Ib(a.i)&&(ia(a,o(new Lh(3),r(a.g))),y.a=!0);break;case 10:if(Mc(y,a.i),!kb(a)&&a.n&&a.n.b==8&&(ia(a.g,r(a.n.g)),r(a.n),y.a=!0),Da(a)&&Sa(Da(a))&&(ia(Da(a),new Lh(25)),y.a=!0),a.i.b^5){for(;a.i.g&&a.i.i.b==5;)r(a.i.i),y.a=!0}else ia(a.i,new Lh(3)),y.a=!0;break;case 11:var g=a.e;g.p&&Lc(y,g.p);break;case 12:if(Mc(y,a.g.k),a.g.k.k&&Mc(y,a.g.k.k),Sa(a.g)){ia(a,r(a.g.k)),y.a=!0;return}if(Ib(a.g)){a.g.k.k?ia(a,r(a.g.k.k)):r(a),y.a=!0;return}if(a.g.k.k&&a.g.k.b==15&&a.g.k.k.b==15){var i=a.g.k.g,n=a.g.k.k.g;if(i&&n){ia(a,o(new Lh(15),s(o(o(o(new Lh(22),r(a.g)),r(i)),r(n)),i.f))),y.a=!0;return}}if(a.g.k.k&&a.g.k.b==8&&a.g.k.k.b==8){var k=a.g.k.g,p=a.g.k.k.g;
56
- if(k.f==p.f){ia(a,o(new Lh(8),s(o(o(o(new Lh(22),r(a.g)),r(k)),r(p)),k.f))),y.a=!0;return}}if(!a.g.k.k&&a.g.k.b==8){var t=a.g.k.g,w=t.b==52&&t.g.b==23&&Bd(t.g.e);if(t.f==fa||t.f==$||w){var v=w?Xa(t.g):t.f==fa?s(_(new Lh(30),0),fa):s(na(new Lh(29),0),$);ia(a,o(new Lh(8),s(o(o(o(new Lh(22),r(a.g)),r(t)),v),t.f))),y.a=!0;return}}if(!a.g.k.k&&a.g.k.b==12&&!a.g.k.g.k.k){var q=a.g,K=a.g.k.g,C=a.g.k.g.k;H(q,s(o(o(new Lh(46),md(q)),r(K)),aa)),H(a.g.k,r(C)),y.a=!0;return}if(pe(a.g.k)){a.g.k.k?(Jb(a.g),r(a.g.k)):ia(a,o(new Lh(8),r(a.g))),y.a=!0;return}if(a.g.k.k&&pe(a.g.k.k)){r(a.g.k.k),y.a=!0;return}break;case 15:for(var F=a.n;F&&F.b==12&&!F.g.k.k&&F.g.k.b==15;){var O=F.g.k.g,la=a.g;if(!O||!la)break;ia(a,o(new Lh(15),s(o(o(o(new Lh(22),r(F.g)),r(O)),r(la)),O.f))),r(F),F=a.n,y.a=!0}break;case 17:for(var L=a.n;L;L=L.n){if(L.b^17)break;if(L.g.f==a.g.f&&(L.h|0)==(a.h|0)){for(;L.i!=L.g;)Hc(a,a.g.k,r(L.i));r(L),y.a=!0;return}for(var ha=L.g.k;ha;ha=ha.k){var ga=ha.g;if(ga&&!jd(ga.b))return}}break;case 19:var Z=a.g,ba=a.i;ia(a,
57
- qe(null,r(Z),null,r(ba))),y.a=!0;break;case 22:var sa=a.g,ca=a.g.k,ma=a.i;if(Sa(sa)){H(a,r(ca)),y.a=!0;return}if(Ib(sa)){H(a,r(ma)),y.a=!0;return}if(ca.b==ma.b&&Ec(ca.b)&&pa(ca.g,ma.g)&&ca.b^43){var ya=ca.g,La=ca.i,ka=ma.i;if(La.f==ka.f){var cb=o(o(o(new Lh(22),r(sa)),r(La)),r(ka));cb.f=La.f,H(a,o(o(new Lh(ca.b),r(ya)),cb)),y.a=!0;return}}if(ca.b==52&&pa(ca.g,ma)&&oa(ma)){var Ma=ca.g,Ua=ca.i,wa=o(o(o(new Lh(22),r(sa)),r(Ua)),r(ma));wa.f=Ua.f,H(a,o(o(new Lh(52),r(Ma)),wa)),y.a=!0;return}break;case 25:for(var za=a.g,db=null;za!=a.i;za=db)db=za.k,oa(za)&&(r(za),y.a=!0);if(a.m.b==25){me(a),y.a=!0;return}if(le(a)){H(a,r(a.g)),y.a=!0;return}break;case 31:var Ja=a.g;Ja.b^31?Ja.b^30?Ja.b^29||Pb(y,a,-Ja.h):Qb(y,a,-(Ja.h|0)|0):(H(a,r(Ja.g)),y.a=!0);break;case 32:var Ka=a.g;Ka.b^32?Ka.b^28||T(y,a,!!!Ka.h):(H(a,r(Ka.g)),y.a=!0);break;case 33:H(a,r(a.g));break;case 38:var eb=a.g,rb=a.i;ic(eb,0)?(H(a,r(rb)),y.a=!0):ic(rb,0)?(H(a,r(eb)),y.a=!0):eb.b==30&&rb.b==30?Qb(y,a,(eb.h|0)+(rb.h|0)|0):eb.b==29&&rb.b==29&&Pb(y,a,eb.h+rb.h);
58
- break;case 20:var sb=a.g;if(sb.b==26){var Wb=sb.f;if(Wb==fa){var tb=sb.k;tb&&!tb.k&&tb.b==30&&(H(a,r(tb)),y.a=!0)}else if(Wb==$){var nc=sb.k;nc&&!nc.k&&nc.b==30&&Pb(y,a,nc.h|0)}else if(ea(Wb)==$)for(var ab=sb.k;ab;ab=ab.k)if(ab.b==29){var Rc=ab.h,fb=Rc|0;Rc==fb&&Qb(y,ab,fb)}}break;case 39:var gb=a.g,ub=a.i;ic(ub,1)?(H(a,r(gb)),y.a=!0):gb.b==30&&ub.b==30?Qb(y,a,ub.h|0?(gb.h|0)/(ub.h|0)|0:0):gb.b==29&&ub.b==29&&Pb(y,a,ub.h!=0?gb.h/ub.h:0);break;case 40:var vb=a.g,Xb=a.i;pa(vb,Xb)&&oa(vb)?(T(y,a,!0),y.a=!0):vb.b==30&&Xb.b==30?T(y,a,(vb.h|0)==(Xb.h|0)):vb.b==29&&Xb.b==29&&T(y,a,vb.h==Xb.h);break;case 41:var Bb=a.g,Yb=a.i;Bb.b==30&&Yb.b==30?T(y,a,(Bb.h|0)>(Yb.h|0)):Bb.b==29&&Yb.b==29&&T(y,a,Bb.h>Yb.h);break;case 42:var Cb=a.g,Na=a.i;Cb.b^30?Na.b^30?Cb.b==30&&Na.b==30?T(y,a,(Cb.h|0)>=(Na.h|0)):Cb.b==29&&Na.b==29&&T(y,a,Cb.h>=Na.h):(a.b=41,_(Na,(Na.h|0)-1|0),y.a=!0):(a.b=41,_(Cb,(Cb.h|0)+1|0),y.a=!0);break;case 43:var Sc=a.g,oc=a.i,Gd=Sc.f;if(oc.b==30){var Tc=oc.h|0,pc=0;switch(Gd){case Tb:case yb:case Ga:pc=2;break;
59
- case Ub:case zb:case Ha:pc=3;break;case Vb:case Ab:case Ia:pc=4;break}Tc>-1&&Tc<pc&&(H(a,s(hc(o(new Lh(21),r(Sc)),'xyzw'[Tc]),a.f)),y.a=!0)}break;case 44:var Zb=a.g,qc=a.i;Zb.b==30&&qc.b==30?T(y,a,(Zb.h|0)<(qc.h|0)):Zb.b==29&&qc.b==29&&T(y,a,Zb.h<qc.h);break;case 45:var Db=a.g,wb=a.i;Db.b^30?wb.b^30?Db.b==30&&wb.b==30?T(y,a,(Db.h|0)<=(wb.h|0)):Db.b==29&&wb.b==29&&T(y,a,Db.h<=wb.h):(a.b=44,_(wb,(wb.h|0)+1|0),y.a=!0):(a.b=44,_(Db,(Db.h|0)-1|0),y.a=!0);break;case 46:var xa=a.g,Eb=a.i;xa.b==28&&Sa(xa)?(H(a,r(Eb)),y.a=!0):xa.b==28&&Ib(xa)?T(y,a,!1):xa.b==28&&Eb.b==28&&T(y,a,!!xa.h&&!!Eb.h);break;case 47:var Va=a.g,Uc=a.i;Va.b==28&&Ib(Va)?(H(a,r(Uc)),y.a=!0):Va.b==28&&Sa(Va)?T(y,a,!0):Va.b==28&&Uc.b==28&&T(y,a,!!Va.h&&!!Uc.h);break;case 48:var uc=a.g,Vc=a.i;uc.b==28&&Vc.b==28&&T(y,a,!!uc.h!=!!Vc.h);break;case 49:var xb=a.g,_b=a.i;xb.b==30&&(xb.h|0)==1?(H(a,r(_b)),y.a=!0):_b.b==30&&(_b.h|0)==1?(H(a,r(xb)),y.a=!0):xb.b==30&&_b.b==30?Qb(y,a,sh(xb.h|0,_b.h|0)):xb.b==29&&_b.b==29&&Pb(y,a,xb.h*_b.h);break;case 50:var rc=a.g,$b=a.i;
60
- pa(rc,$b)&&oa(rc)?(T(y,a,!1),y.a=!0):rc.b==30&&$b.b==30?T(y,a,(rc.h|0)!=($b.h|0)):rc.b==29&&$b.b==29&&T(y,a,rc.h!=$b.h);break;case 51:var sc=a.g,Fb=a.i;ic(sc,0)?(H(a,s(o(new Lh(31),r(Fb)),a.f)),y.a=!0):ic(Fb,0)?(H(a,r(sc)),y.a=!0):sc.b==30&&Fb.b==30?Qb(y,a,(sc.h|0)-(Fb.h|0)|0):sc.b==29&&Fb.b==29&&Pb(y,a,sc.h-Fb.h);break}}function T(c,a,b){H(a,s(s(Ca(new Lh(28),b),aa),aa)),c.a=!0}function Pb(c,a,b){H(a,s(s(na(new Lh(29),b),$),$)),c.a=!0}function Qb(c,a,b){H(a,s(s(_(new Lh(30),b),fa),fa)),c.a=!0}function Mc(b,a){a.b==3&&le(a)&&(ia(a,r(a.g)),b.a=!0)}function Le(b,a){Oa(b.c,a.c,a)}function Fg(b,a){Oa(b.c,a.c,a)}function xd(c,a){var b=Aa(c.c,a,null);return b||c.b&&xd(c.b,a)}function Gg(a){return new Sh(a,0,a.b.length)}function Hg(d,a){if(yd(d),a<0||a>=d.d.length)return'';var b=d.d[a],c=(a+1|0)<d.d.length?d.d[a+1|0]-1|0:d.b.length;return d.b.slice(b,c)}function Rb(h,a){yd(h);for(var b=h.d.length,c=0;b>0;){var d=b/2|0,e=c+d|0;h.d[e]<=a?(c=e+1|0,b=(b-d|0)-1|0):b=d}var f=c>0?a-h.d[c-1|0]|0:a;return new Yh(c-1|0,f)}function Sb(d,a,b){
61
- if(yd(d),a>-1&&a<d.d.length){var c=d.d[a];if(b>-1&&(c+b|0)<((a+1|0)<d.d.length?d.d[a+1|0]:d.b.length))return c+b|0}return-1}function yd(b){if(!b.d){b.d=[0];for(var a=0,c=b.b.length;a<c;a=a+1|0)b.b.charCodeAt(a)^10||b.d.push(a+1|0)}}function zd(a){switch(a){case 2:return eh;case 3:return fh;case 4:return gh}return null}function Ad(a,b){switch(a){case aa:switch(b){case 1:return aa;case 2:return Tb;case 3:return Ub;case 4:return Vb}break;case $:switch(b){case 1:return $;case 2:return Ga;case 3:return Ha;case 4:return Ia}break;case fa:switch(b){case 1:return fa;case 2:return yb;case 3:return zb;case 4:return Ab}break}return null}function Bd(a){return a instanceof Me&&(a.v==0||a.v==2)}function M(a){return a.m||(a.m=new ai(a,null,0)),a.m}function Ig(c,a){if(c.n.length^a.n.length)return!1;for(var b=0,d=c.n.length;b<d;b=b+1|0)if(c.n[b].q.f!=a.n[b].q.f)return!1;return!0}function P(a){var b;return (b=a.K)&&b.g}function Nc(a,b,c){for(var d=b.b.split(hh),e=[],f=null,h=0,l=0,m=0,q=d.length;m<q;m=m+1|0){var g=d[m],i=g.length,n=l+i|0,k=new Sh(b,
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- l,n);if(m%2){var p=g.charCodeAt(0);if(p>64&&p<91||p>96&&p<123||p==95){var t=Aa(Kg,g,99);t^99?e.push(new $h(k,t,f)):Lg.has(g)?Lf(a,k):e.push(new $h(k,96,f))}else if(p>47&&p<58||p==46&&i>1)e.push(new $h(k,ih.test(g)?97:95,f));else if(p^35){if(p^34){var v=Aa(jh,g,99);v^99||(g.startsWith('//')?c^1?(f||(f=[])).push(k):v=0:g.startsWith('/*')&&(c^1?(f||(f=[])).push(k):v=1)),v^99&&e.push(new $h(k,v,f))}else e.push(new $h(k,98,f))}else{var w=94;switch(g){case'#version':w=92;break;case'#extension':w=91;break;case'#include':w=93;break}e.push(new $h(k,w,f))}}else if(g!=''){u(a,k,'Syntax error "'+g+'"');break}e.length^h&&(f=null,h=e.length),l=n}return e.push(new $h(new Sh(b,l,l),99,f)),e}function Ne(a){return a.b?Ne(a.b):a}function Mg(c,a){c.f||(c.f=new Map);var b=ta(c.f,a,null);return b||(Ba(c.f,a,b=new ai(null,c,a)),b.d=!0,b.e=c.e),b}function D(a){return a.b?a.c?D(a.b)+'['+a.c+']':D(a.b)+'[]':a.a.c}function Ta(a){switch(a){case Tb:case Ga:case yb:case ob:return 2;case Ub:case Ha:case zb:case pb:return 3;case Vb:case Ia:case Ab:case qb:
63
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Returns an angle whose sine is `x`. The range of values returned by this function is `[-π/2, π/2]`. Results are undefined if `∣x∣>1`.\n float asin(float x);\n // Arc sine. Returns an angle whose sine is `x`. The range of values returned by this function is `[-π/2, π/2]`. Results are undefined if `∣x∣>1`.\n vec2 asin(vec2 x);\n // Arc sine. Returns an angle whose sine is `x`. The range of values returned by this function is `[-π/2, π/2]`. Results are undefined if `∣x∣>1`.\n vec3 asin(vec3 x);\n // Arc sine. Returns an angle whose sine is `x`. The range of values returned by this function is `[-π/2, π/2]`. Results are undefined if `∣x∣>1`.\n vec4 asin(vec4 x);\n\n // Arc cosine. Returns an angle whose cosine is `x`. The range of values returned by this function is `[0, π]`. Results are undefined if `∣x∣>1`.\n float acos(float x);\n // Arc cosine. Returns an angle whose cosine is `x`. The range of values returned by this function is `[0, π]`. Results are undefined if `∣x∣>1`.\n vec2 acos(vec2 x);\n // Arc cosine. Returns an angle whose cosine is `x`. The range of values returned by this function is `[0, π]`. Results are undefined if `∣x∣>1`.\n vec3 acos(vec3 x);\n // Arc cosine. Returns an angle whose cosine is `x`. The range of values returned by this function is `[0, π]`. Results are undefined if `∣x∣>1`.\n vec4 acos(vec4 x);\n\n // Arc tangent. Returns an angle whose tangent is `y/x`. The signs of `x` and `y` are used to determine what quadrant the\n // angle is in. The range of values returned by this function is `[−π,π]`. Results are undefined if `x` and `y` are both 0.\n float atan(float y, float x);\n // Arc tangent. Returns an angle whose tangent is `y/x`. The signs of `x` and `y` are used to determine what quadrant the\n // angle is in. The range of values returned by this function is `[−π,π]`. Results are undefined if `x` and `y` are both 0.\n vec2 atan(vec2 y, vec2 x);\n // Arc tangent. Returns an angle whose tangent is `y/x`. The signs of `x` and `y` are used to determine what quadrant the\n // angle is in. The range of values returned by this function is `[−π,π]`. Results are undefined if `x` and `y` are both 0.\n vec3 atan(vec3 y, vec3 x);\n // Arc tangent. Returns an angle whose tangent is `y/x`. The signs of `x` and `y` are used to determine what quadrant the\n // angle is in. The range of values returned by this function is `[−π,π]`. Results are undefined if `x` and `y` are both 0.\n vec4 atan(vec4 y, vec4 x);\n\n // Arc tangent. Returns an angle whose tangent is `y_over_x`. The range of values returned by this function is `[-π/2, π/2]`.\n float atan(float y_over_x);\n // Arc tangent. Returns an angle whose tangent is `y_over_x`. The range of values returned by this function is `[-π/2, π/2]`.\n vec2 atan(vec2 y_over_x);\n // Arc tangent. Returns an angle whose tangent is `y_over_x`. The range of values returned by this function is `[-π/2, π/2]`.\n vec3 atan(vec3 y_over_x);\n // Arc tangent. Returns an angle whose tangent is `y_over_x`. The range of values returned by this function is `[-π/2, π/2]`.\n vec4 atan(vec4 y_over_x);\n\n // Returns the hyperbolic sine function `(eˣ - e⁻ˣ) / 2`\n float sinh(float x);\n // Returns the hyperbolic sine function `(eˣ - e⁻ˣ) / 2`\n vec2 sinh(vec2 x);\n // Returns the hyperbolic sine function `(eˣ - e⁻ˣ) / 2`\n vec3 sinh(vec3 x);\n // Returns the hyperbolic sine function `(eˣ - e⁻ˣ) / 2`\n vec4 sinh(vec4 x);\n\n // Returns the hyperbolic cosine function `(eˣ + e⁻ˣ) / 2`\n float cosh(float x);\n // Returns the hyperbolic cosine function `(eˣ + e⁻ˣ) / 2`\n vec2 cosh(vec2 x);\n // Returns the hyperbolic cosine function `(eˣ + e⁻ˣ) / 2`\n vec3 cosh(vec3 x);\n // Returns the hyperbolic cosine function `(eˣ + e⁻ˣ) / 2`\n vec4 cosh(vec4 x);\n\n // Returns the hyperbolic tangent function `sinh(x) / cosh(x)`\n float tanh(float x);\n // Returns the hyperbolic tangent function `sinh(x) / cosh(x)`\n vec2 tanh(vec2 x);\n // Returns the hyperbolic tangent function `sinh(x) / cosh(x)`\n vec3 tanh(vec3 x);\n // Returns the hyperbolic tangent function `sinh(x) / cosh(x)`\n vec4 tanh(vec4 x);\n\n // Arc hyperbolic sine; returns the inverse of `sinh`.\n float asinh(float x);\n // Arc hyperbolic sine; returns the inverse of `sinh`.\n vec2 asinh(vec2 x);\n // Arc hyperbolic sine; returns the inverse of `sinh`.\n vec3 asinh(vec3 x);\n // Arc hyperbolic sine; returns the inverse of `sinh`.\n vec4 asinh(vec4 x);\n\n // Arc hyperbolic cosine; returns the non-negative inverse of `cosh`. Results are undefined if `x < 1`.\n float acosh(float x);\n // Arc hyperbolic cosine; returns the non-negative inverse of `cosh`. Results are undefined if `x < 1`.\n vec2 acosh(vec2 x);\n // Arc hyperbolic cosine; returns the non-negative inverse of `cosh`. Results are undefined if `x < 1`.\n vec3 acosh(vec3 x);\n // Arc hyperbolic cosine; returns the non-negative inverse of `cosh`. Results are undefined if `x < 1`.\n vec4 acosh(vec4 x);\n\n // Arc hyperbolic tangent; returns the inverse of `tanh`. Results are undefined if `∣x∣≥1`.\n float atanh(float x);\n // Arc hyperbolic tangent; returns the inverse of `tanh`. Results are undefined if `∣x∣≥1`.\n vec2 atanh(vec2 x);\n // Arc hyperbolic tangent; returns the inverse of `tanh`. Results are undefined if `∣x∣≥1`.\n vec3 atanh(vec3 x);\n // Arc hyperbolic tangent; returns the inverse of `tanh`. Results are undefined if `∣x∣≥1`.\n vec4 atanh(vec4 x);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Exponential Functions\n\n // Returns `x` raised to the `y` power, i.e., `xʸ`. Results are undefined if `x < 0`. Results are undefined if `x = 0` and `y <= 0`.\n float pow(float x, float y);\n // Returns `x` raised to the `y` power, i.e., `xʸ`. Results are undefined if `x < 0`. Results are undefined if `x = 0` and `y <= 0`.\n vec2 pow(vec2 x, vec2 y);\n // Returns `x` raised to the `y` power, i.e., `xʸ`. Results are undefined if `x < 0`. Results are undefined if `x = 0` and `y <= 0`.\n vec3 pow(vec3 x, vec3 y);\n // Returns `x` raised to the `y` power, i.e., `xʸ`. Results are undefined if `x < 0`. Results are undefined if `x = 0` and `y <= 0`.\n vec4 pow(vec4 x, vec4 y);\n\n // Returns the natural exponentiation of `x`, i.e., `eˣ`\n float exp(float x);\n // Returns the natural exponentiation of `x`, i.e., `eˣ`\n vec2 exp(vec2 x);\n // Returns the natural exponentiation of `x`, i.e., `eˣ`\n vec3 exp(vec3 x);\n // Returns the natural exponentiation of `x`, i.e., `eˣ`\n vec4 exp(vec4 x);\n\n // Returns the natural logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = eʸ`. Results are undefined if `x <= 0`.\n float log(float x);\n // Returns the natural logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = eʸ`. Results are undefined if `x <= 0`.\n vec2 log(vec2 x);\n // Returns the natural logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = eʸ`. Results are undefined if `x <= 0`.\n vec3 log(vec3 x);\n // Returns the natural logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = eʸ`. Results are undefined if `x <= 0`.\n vec4 log(vec4 x);\n\n // Returns 2 raised to the `x` power, i.e., `2ˣ`.\n float exp2(float x);\n // Returns 2 raised to the `x` power, i.e., `2ˣ`.\n vec2 exp2(vec2 x);\n // Returns 2 raised to the `x` power, i.e., `2ˣ`.\n vec3 exp2(vec3 x);\n // Returns 2 raised to the `x` power, i.e., `2ˣ`.\n vec4 exp2(vec4 x);\n\n // Returns the base 2 logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = 2ʸ`. Results are undefined if `x <= 0`.\n float log2(float x);\n // Returns the base 2 logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = 2ʸ`. Results are undefined if `x <= 0`.\n vec2 log2(vec2 x);\n // Returns the base 2 logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = 2ʸ`. Results are undefined if `x <= 0`.\n vec3 log2(vec3 x);\n // Returns the base 2 logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = 2ʸ`. Results are undefined if `x <= 0`.\n vec4 log2(vec4 x);\n\n // Returns `√x`. Results are undefined if `x < 0`.\n float sqrt(float x);\n // Returns `√x`. Results are undefined if `x < 0`.\n vec2 sqrt(vec2 x);\n // Returns `√x`. Results are undefined if `x < 0`.\n vec3 sqrt(vec3 x);\n // Returns `√x`. Results are undefined if `x < 0`.\n vec4 sqrt(vec4 x);\n\n // Returns `1 / √x`. Results are undefined if `x <= 0`.\n float inversesqrt(float x);\n // Returns `1 / √x`. Results are undefined if `x <= 0`.\n vec2 inversesqrt(vec2 x);\n // Returns `1 / √x`. Results are undefined if `x <= 0`.\n vec3 inversesqrt(vec3 x);\n // Returns `1 / √x`. Results are undefined if `x <= 0`.\n vec4 inversesqrt(vec4 x);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Common Functions\n\n // Returns `x` if `x >= 0`, otherwise it returns `-x`.\n float abs(float x);\n // Returns `x` if `x >= 0`, otherwise it returns `-x`.\n vec2 abs(vec2 x);\n // Returns `x` if `x >= 0`, otherwise it returns `-x`.\n vec3 abs(vec3 x);\n // Returns `x` if `x >= 0`, otherwise it returns `-x`.\n vec4 abs(vec4 x);\n\n // Returns `x` if `x >= 0`, otherwise it returns `-x`.\n int abs(int x);\n // Returns `x` if `x >= 0`, otherwise it returns `-x`.\n ivec2 abs(ivec2 x);\n // Returns `x` if `x >= 0`, otherwise it returns `-x`.\n ivec3 abs(ivec3 x);\n // Returns `x` if `x >= 0`, otherwise it returns `-x`.\n ivec4 abs(ivec4 x);\n\n // Returns `1.0` if `x > 0`, `0.0` if `x = 0`, or `-1.0` if `x < 0`.\n float sign(float x);\n // Returns `1.0` if `x > 0`, `0.0` if `x = 0`, or `-1.0` if `x < 0`.\n vec2 sign(vec2 x);\n // Returns `1.0` if `x > 0`, `0.0` if `x = 0`, or `-1.0` if `x < 0`.\n vec3 sign(vec3 x);\n // Returns `1.0` if `x > 0`, `0.0` if `x = 0`, or `-1.0` if `x < 0`.\n vec4 sign(vec4 x);\n\n // Returns `1` if `x > 0`, `0` if `x = 0`, or `-1` if `x < 0`.\n int sign(int x);\n // Returns `1` if `x > 0`, `0` if `x = 0`, or `-1` if `x < 0`.\n ivec2 sign(ivec2 x);\n // Returns `1` if `x > 0`, `0` if `x = 0`, or `-1` if `x < 0`.\n ivec3 sign(ivec3 x);\n // Returns `1` if `x > 0`, `0` if `x = 0`, or `-1` if `x < 0`.\n ivec4 sign(ivec4 x);\n\n // Returns a value equal to the nearest integer that is less than or equal to `x`\n float floor(float x);\n // Returns a value equal to the nearest integer that is less than or equal to `x`\n vec2 floor(vec2 x);\n // Returns a value equal to the nearest integer that is less than or equal to `x`\n vec3 floor(vec3 x);\n // Returns a value equal to the nearest integer that is less than or equal to `x`\n vec4 floor(vec4 x);\n\n // Returns a value equal to the nearest integer to `x` whose absolute value is not larger than the absolute value of `x`.\n float trunc(float x);\n // Returns a value equal to the nearest integer to `x` whose absolute value is not larger than the absolute value of `x`.\n vec2 trunc(vec2 x);\n // Returns a value equal to the nearest integer to `x` whose absolute value is not larger than the absolute value of `x`.\n vec3 trunc(vec3 x);\n // Returns a value equal to the nearest integer to `x` whose absolute value is not larger than the absolute value of `x`.\n vec4 trunc(vec4 x);\n\n // Returns a value equal to the nearest integer to `x`. The fraction `0.5` will round in a direction chosen by the implementation.\n float round(float x);\n // Returns a value equal to the nearest integer to `x`. The fraction `0.5` will round in a direction chosen by the implementation.\n vec2 round(vec2 x);\n // Returns a value equal to the nearest integer to `x`. The fraction `0.5` will round in a direction chosen by the implementation.\n vec3 round(vec3 x);\n // Returns a value equal to the nearest integer to `x`. The fraction `0.5` will round in a direction chosen by the implementation.\n vec4 round(vec4 x);\n\n // Returns a value equal to the nearest integer to `x`. A fractional part of `0.5` will round toward the nearest even integer.\n float roundEven(float x);\n // Returns a value equal to the nearest integer to `x`. A fractional part of `0.5` will round toward the nearest even integer.\n vec2 roundEven(vec2 x);\n // Returns a value equal to the nearest integer to `x`. A fractional part of `0.5` will round toward the nearest even integer.\n vec3 roundEven(vec3 x);\n // Returns a value equal to the nearest integer to `x`. A fractional part of `0.5` will round toward the nearest even integer.\n vec4 roundEven(vec4 x);\n\n // Returns a value equal to the nearest integer that is greater than or equal to `x`\n float ceil(float x);\n // Returns a value equal to the nearest integer that is greater than or equal to `x`\n vec2 ceil(vec2 x);\n // Returns a value equal to the nearest integer that is greater than or equal to `x`\n vec3 ceil(vec3 x);\n // Returns a value equal to the nearest integer that is greater than or equal to `x`\n vec4 ceil(vec4 x);\n\n // Returns `x - floor(x)`\n float fract(float x);\n // Returns `x - floor(x)`\n vec2 fract(vec2 x);\n // Returns `x - floor(x)`\n vec3 fract(vec3 x);\n // Returns `x - floor(x)`\n vec4 fract(vec4 x);\n\n // Modulus. Returns `x - y * floor(x/y)`\n float mod(float x, float y);\n // Modulus. Returns `x - y * floor(x/y)`\n vec2 mod(vec2 x, float y);\n // Modulus. Returns `x - y * floor(x/y)`\n vec3 mod(vec3 x, float y);\n // Modulus. Returns `x - y * floor(x/y)`\n vec4 mod(vec4 x, float y);\n\n // Modulus. Returns `x - y * floor(x/y)`\n vec2 mod(vec2 x, vec2 y);\n // Modulus. Returns `x - y * floor(x/y)`\n vec3 mod(vec3 x, vec3 y);\n // Modulus. Returns `x - y * floor(x/y)`\n vec4 mod(vec4 x, vec4 y);\n\n // Returns the fractional part of `x` and sets `i` to the integer part (as a whole number floating point value).\n // Both the return value and the output parameter will have the same sign as `x`.\n // If `x` has the value `+/- INF`, the return value should be `NaN` and must be either `NaN` or `0.0`.\n float modf(float x, out float i);\n // Returns the fractional part of `x` and sets `i` to the integer part (as a whole number floating point value).\n // Both the return value and the output parameter will have the same sign as `x`.\n // If `x` has the value `+/- INF`, the return value should be `NaN` and must be either `NaN` or `0.0`.\n vec2 modf(vec2 x, out vec2 i);\n // Returns the fractional part of `x` and sets `i` to the integer part (as a whole number floating point value).\n // Both the return value and the output parameter will have the same sign as `x`.\n // If `x` has the value `+/- INF`, the return value should be `NaN` and must be either `NaN` or `0.0`.\n vec3 modf(vec3 x, out vec3 i);\n // Returns the fractional part of `x` and sets `i` to the integer part (as a whole number floating point value).\n // Both the return value and the output parameter will have the same sign as `x`.\n // If `x` has the value `+/- INF`, the return value should be `NaN` and must be either `NaN` or `0.0`.\n vec4 modf(vec4 x, out vec4 i);\n\n // Returns `y` if `y < x`, otherwise it returns `x`.\n float min(float x, float y);\n // Returns `y` if `y < x`, otherwise it returns `x`.\n vec2 min(vec2 x, float y);\n // Returns `y` if `y < x`, otherwise it returns `x`.\n vec2 min(vec2 x, vec2 y);\n // Returns `y` if `y < x`, otherwise it returns `x`.\n vec3 min(vec3 x, float y);\n // Returns `y` if `y < x`, otherwise it returns `x`.\n vec3 min(vec3 x, vec3 y);\n // Returns `y` if `y < x`, otherwise it returns `x`.\n vec4 min(vec4 x, float y);\n // Returns `y` if `y < x`, otherwise it returns `x`.\n vec4 min(vec4 x, vec4 y);\n\n // Returns `y` if `y < x`, otherwise it returns `x`.\n int min(int x, int y);\n // Returns `y` if `y < x`, otherwise it returns `x`.\n ivec2 min(ivec2 x, int y);\n // Returns `y` if `y < x`, otherwise it returns `x`.\n ivec2 min(ivec2 x, ivec2 y);\n // Returns `y` if `y < x`, otherwise it returns `x`.\n ivec3 min(ivec3 x, int y);\n // Returns `y` if `y < x`, otherwise it returns `x`.\n ivec3 min(ivec3 x, ivec3 y);\n // Returns `y` if `y < x`, otherwise it returns `x`.\n ivec4 min(ivec4 x, int y);\n // Returns `y` if `y < x`, otherwise it returns `x`.\n ivec4 min(ivec4 x, ivec4 y);\n\n // Returns `y` if `y < x`, otherwise it returns `x`.\n uint min(uint x, uint y);\n // Returns `y` if `y < x`, otherwise it returns `x`.\n uvec2 min(uvec2 x, uint y);\n // Returns `y` if `y < x`, otherwise it returns `x`.\n uvec2 min(uvec2 x, uvec2 y);\n // Returns `y` if `y < x`, otherwise it returns `x`.\n uvec3 min(uvec3 x, uint y);\n // Returns `y` if `y < x`, otherwise it returns `x`.\n uvec3 min(uvec3 x, uvec3 y);\n // Returns `y` if `y < x`, otherwise it returns `x`.\n uvec4 min(uvec4 x, uint y);\n // Returns `y` if `y < x`, otherwise it returns `x`.\n uvec4 min(uvec4 x, uvec4 y);\n\n // Returns `y` if `x < y`, otherwise it returns `x`.\n float max(float x, float y);\n // Returns `y` if `x < y`, otherwise it returns `x`.\n vec2 max(vec2 x, float y);\n // Returns `y` if `x < y`, otherwise it returns `x`.\n vec2 max(vec2 x, vec2 y);\n // Returns `y` if `x < y`, otherwise it returns `x`.\n vec3 max(vec3 x, float y);\n // Returns `y` if `x < y`, otherwise it returns `x`.\n vec3 max(vec3 x, vec3 y);\n // Returns `y` if `x < y`, otherwise it returns `x`.\n vec4 max(vec4 x, float y);\n // Returns `y` if `x < y`, otherwise it returns `x`.\n vec4 max(vec4 x, vec4 y);\n\n // Returns `y` if `x < y`, otherwise it returns `x`.\n int max(int x, int y);\n // Returns `y` if `x < y`, otherwise it returns `x`.\n ivec2 max(ivec2 x, int y);\n // Returns `y` if `x < y`, otherwise it returns `x`.\n ivec2 max(ivec2 x, ivec2 y);\n // Returns `y` if `x < y`, otherwise it returns `x`.\n ivec3 max(ivec3 x, int y);\n // Returns `y` if `x < y`, otherwise it returns `x`.\n ivec3 max(ivec3 x, ivec3 y);\n // Returns `y` if `x < y`, otherwise it returns `x`.\n ivec4 max(ivec4 x, int y);\n // Returns `y` if `x < y`, otherwise it returns `x`.\n ivec4 max(ivec4 x, ivec4 y);\n\n // Returns `y` if `x < y`, otherwise it returns `x`.\n uint max(uint x, uint y);\n // Returns `y` if `x < y`, otherwise it returns `x`.\n uvec2 max(uvec2 x, uint y);\n // Returns `y` if `x < y`, otherwise it returns `x`.\n uvec2 max(uvec2 x, uvec2 y);\n // Returns `y` if `x < y`, otherwise it returns `x`.\n uvec3 max(uvec3 x, uint y);\n // Returns `y` if `x < y`, otherwise it returns `x`.\n uvec3 max(uvec3 x, uvec3 y);\n // Returns `y` if `x < y`, otherwise it returns `x`.\n uvec4 max(uvec4 x, uint y);\n // Returns `y` if `x < y`, otherwise it returns `x`.\n uvec4 max(uvec4 x, uvec4 y);\n\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n float clamp(float x, float minVal, float maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec2 clamp(vec2 x, float minVal, float maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec2 clamp(vec2 x, vec2 minVal, vec2 maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec3 clamp(vec3 x, float minVal, float maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec3 clamp(vec3 x, vec3 minVal, vec3 maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec4 clamp(vec4 x, float minVal, float maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec4 clamp(vec4 x, vec4 minVal, vec4 maxVal);\n\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n int clamp(int x, int minVal, int maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n ivec2 clamp(ivec2 x, int minVal, int maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n ivec2 clamp(ivec2 x, ivec2 minVal, ivec2 maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n ivec3 clamp(ivec3 x, int minVal, int maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n ivec3 clamp(ivec3 x, ivec3 minVal, ivec3 maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n ivec4 clamp(ivec4 x, int minVal, int maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n ivec4 clamp(ivec4 x, ivec4 minVal, ivec4 maxVal);\n\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n uint clamp(uint x, uint minVal, uint maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n uvec2 clamp(uvec2 x, uint minVal, uint maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n uvec2 clamp(uvec2 x, uvec2 minVal, uvec2 maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n uvec3 clamp(uvec3 x, uint minVal, uint maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n uvec3 clamp(uvec3 x, uvec3 minVal, uvec3 maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n uvec4 clamp(uvec4 x, uint minVal, uint maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n uvec4 clamp(uvec4 x, uvec4 minVal, uvec4 maxVal);\n\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n float mix(float x, float y, float a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec2 mix(vec2 x, vec2 y, float a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec2 mix(vec2 x, vec2 y, vec2 a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec3 mix(vec3 x, vec3 y, float a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec3 mix(vec3 x, vec3 y, vec3 a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec4 mix(vec4 x, vec4 y, float a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec4 mix(vec4 x, vec4 y, vec4 a);\n\n // Selects which vector each returned component comes from. For a component of `a` that is\n // false, the corresponding component of `x` is returned. For a component of `a` that is true,\n // the corresponding component of `y` is returned.\n float mix(float x, float y, bool a);\n // Selects which vector each returned component comes from. For a component of `a` that is\n // false, the corresponding component of `x` is returned. For a component of `a` that is true,\n // the corresponding component of `y` is returned.\n vec2 mix(vec2 x, vec2 y, bvec2 a);\n // Selects which vector each returned component comes from. For a component of `a` that is\n // false, the corresponding component of `x` is returned. For a component of `a` that is true,\n // the corresponding component of `y` is returned.\n vec3 mix(vec3 x, vec3 y, bvec3 a);\n // Selects which vector each returned component comes from. For a component of `a` that is\n // false, the corresponding component of `x` is returned. For a component of `a` that is true,\n // the corresponding component of `y` is returned.\n vec4 mix(vec4 x, vec4 y, bvec4 a);\n\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n float step(float edge, float x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec2 step(float edge, vec2 x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec2 step(vec2 edge, vec2 x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec3 step(float edge, vec3 x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec3 step(vec3 edge, vec3 x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec4 step(float edge, vec4 x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec4 step(vec4 edge, vec4 x);\n\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n float smoothstep(float edge0, float edge1, float x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec2 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec2 smoothstep(float edge0, float edge1, vec2 x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec2 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec2 smoothstep(vec2 edge0, vec2 edge1, vec2 x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec3 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec3 smoothstep(float edge0, float edge1, vec3 x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec3 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec3 smoothstep(vec3 edge0, vec3 edge1, vec3 x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec4 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec4 smoothstep(float edge0, float edge1, vec4 x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec4 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec4 smoothstep(vec4 edge0, vec4 edge1, vec4 x);\n\n // Returns `true` if `x` holds a NaN. Returns `false` otherwise.\n bool isnan(float x);\n // Returns `true` if `x` holds a NaN. Returns `false` otherwise.\n bvec2 isnan(vec2 x);\n // Returns `true` if `x` holds a NaN. Returns `false` otherwise.\n bvec3 isnan(vec3 x);\n // Returns `true` if `x` holds a NaN. Returns `false` otherwise.\n bvec4 isnan(vec4 x);\n\n // Returns `true` if `x` holds a positive infinity or negative infinity. Returns `false` otherwise.\n bool isinf(float x);\n // Returns `true` if `x` holds a positive infinity or negative infinity. Returns `false` otherwise.\n bvec2 isinf(vec2 x);\n // Returns `true` if `x` holds a positive infinity or negative infinity. Returns `false` otherwise.\n bvec3 isinf(vec3 x);\n // Returns `true` if `x` holds a positive infinity or negative infinity. Returns `false` otherwise.\n bvec4 isinf(vec4 x);\n\n // Returns a signed or unsigned `highp` integer value representing the encoding of a floating-point value.\n // For `highp` floating point, the value's bit level representation is preserved.\n // For `mediump` and `lowp`, the value is first converted to `highp` floating point and the encoding of that value is returned.\n int floatBitsToInt(float value);\n // Returns a signed or unsigned `highp` integer value representing the encoding of a floating-point value.\n // For `highp` floating point, the value's bit level representation is preserved.\n // For `mediump` and `lowp`, the value is first converted to `highp` floating point and the encoding of that value is returned.\n ivec2 floatBitsToInt(vec2 value);\n // Returns a signed or unsigned `highp` integer value representing the encoding of a floating-point value.\n // For `highp` floating point, the value's bit level representation is preserved.\n // For `mediump` and `lowp`, the value is first converted to `highp` floating point and the encoding of that value is returned.\n ivec3 floatBitsToInt(vec3 value);\n // Returns a signed or unsigned `highp` integer value representing the encoding of a floating-point value.\n // For `highp` floating point, the value's bit level representation is preserved.\n // For `mediump` and `lowp`, the value is first converted to `highp` floating point and the encoding of that value is returned.\n ivec4 floatBitsToInt(vec4 value);\n\n // Returns a signed or unsigned `highp` integer value representing the encoding of a floating-point value.\n // For `highp` floating point, the value's bit level representation is preserved.\n // For `mediump` and `lowp`, the value is first converted to `highp` floating point and the encoding of that value is returned.\n uint floatBitsToUint(float value);\n // Returns a signed or unsigned `highp` integer value representing the encoding of a floating-point value.\n // For `highp` floating point, the value's bit level representation is preserved.\n // For `mediump` and `lowp`, the value is first converted to `highp` floating point and the encoding of that value is returned.\n uvec2 floatBitsToUint(vec2 value);\n // Returns a signed or unsigned `highp` integer value representing the encoding of a floating-point value.\n // For `highp` floating point, the value's bit level representation is preserved.\n // For `mediump` and `lowp`, the value is first converted to `highp` floating point and the encoding of that value is returned.\n uvec3 floatBitsToUint(vec3 value);\n // Returns a signed or unsigned `highp` integer value representing the encoding of a floating-point value.\n // For `highp` floating point, the value's bit level representation is preserved.\n // For `mediump` and `lowp`, the value is first converted to `highp` floating point and the encoding of that value is returned.\n uvec4 floatBitsToUint(vec4 value);\n\n // Returns a `highp` floating-point value corresponding to a signed or unsigned integer encoding of a floating-point\n // value. If an `inf` or `NaN` is passed in, it will not signal, and the resulting floating point value is unspecified.\n // Otherwise, the bit-level representation is preserved. For `lowp` and `mediump`, the value is first converted to the\n // corresponding signed or unsigned `highp` integer and then reinterpreted as a `highp` floating point value as before.\n float intBitsToFloat(int value);\n // Returns a `highp` floating-point value corresponding to a signed or unsigned integer encoding of a floating-point\n // value. If an `inf` or `NaN` is passed in, it will not signal, and the resulting floating point value is unspecified.\n // Otherwise, the bit-level representation is preserved. For `lowp` and `mediump`, the value is first converted to the\n // corresponding signed or unsigned `highp` integer and then reinterpreted as a `highp` floating point value as before.\n vec2 intBitsToFloat(ivec2 value);\n // Returns a `highp` floating-point value corresponding to a signed or unsigned integer encoding of a floating-point\n // value. If an `inf` or `NaN` is passed in, it will not signal, and the resulting floating point value is unspecified.\n // Otherwise, the bit-level representation is preserved. For `lowp` and `mediump`, the value is first converted to the\n // corresponding signed or unsigned `highp` integer and then reinterpreted as a `highp` floating point value as before.\n vec3 intBitsToFloat(ivec3 value);\n // Returns a `highp` floating-point value corresponding to a signed or unsigned integer encoding of a floating-point\n // value. If an `inf` or `NaN` is passed in, it will not signal, and the resulting floating point value is unspecified.\n // Otherwise, the bit-level representation is preserved. For `lowp` and `mediump`, the value is first converted to the\n // corresponding signed or unsigned `highp` integer and then reinterpreted as a `highp` floating point value as before.\n vec4 intBitsToFloat(ivec4 value);\n\n // Returns a `highp` floating-point value corresponding to a signed or unsigned integer encoding of a floating-point\n // value. If an `inf` or `NaN` is passed in, it will not signal, and the resulting floating point value is unspecified.\n // Otherwise, the bit-level representation is preserved. For `lowp` and `mediump`, the value is first converted to the\n // corresponding signed or unsigned `highp` integer and then reinterpreted as a `highp` floating point value as before.\n float intBitsToFloat(uint value);\n // Returns a `highp` floating-point value corresponding to a signed or unsigned integer encoding of a floating-point\n // value. If an `inf` or `NaN` is passed in, it will not signal, and the resulting floating point value is unspecified.\n // Otherwise, the bit-level representation is preserved. For `lowp` and `mediump`, the value is first converted to the\n // corresponding signed or unsigned `highp` integer and then reinterpreted as a `highp` floating point value as before.\n vec2 intBitsToFloat(uvec2 value);\n // Returns a `highp` floating-point value corresponding to a signed or unsigned integer encoding of a floating-point\n // value. If an `inf` or `NaN` is passed in, it will not signal, and the resulting floating point value is unspecified.\n // Otherwise, the bit-level representation is preserved. For `lowp` and `mediump`, the value is first converted to the\n // corresponding signed or unsigned `highp` integer and then reinterpreted as a `highp` floating point value as before.\n vec3 intBitsToFloat(uvec3 value);\n // Returns a `highp` floating-point value corresponding to a signed or unsigned integer encoding of a floating-point\n // value. If an `inf` or `NaN` is passed in, it will not signal, and the resulting floating point value is unspecified.\n // Otherwise, the bit-level representation is preserved. For `lowp` and `mediump`, the value is first converted to the\n // corresponding signed or unsigned `highp` integer and then reinterpreted as a `highp` floating point value as before.\n vec4 intBitsToFloat(uvec4 value);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Floating-Point Pack and Unpack Functions\n\n // First, converts each component of the normalized floating-point value `v` into 16-bit integer values. Then,\n // the results are packed into the returned 32-bit unsigned integer. The conversion for component `c` of `v` to\n // fixed point is done as follows:\n //\n // ```glslx\n // packSnorm2x16: round(clamp(c, -1, +1) * 32767.0)\n // ```\n //\n // The first component of the vector will be written to the least significant bits of the output; the last component\n // will be written to the most significant bits.\n highp uint packSnorm2x16(vec2 v);\n // First, unpacks a single 32-bit unsigned integer `p` into a pair of 16-bit signed integers. Then, each component is\n // converted to a normalized floating-point value to generate the returned two-component vector. The conversion for\n // unpacked fixed-point value `f` to floating point is done as follows:\n //\n // ```glslx\n // unpackSnorm2x16: clamp(f / 32767.0, -1, +1)\n //\n // The first component of the returned vector will be extracted from the least significant bits of the input; the\n // last component will be extracted from the most significant bits.\n highp vec2 unpackSnorm2x16(highp uint p);\n\n // First, converts each component of the normalized floating-point value `v` into 16-bit integer values. Then,\n // the results are packed into the returned 32-bit unsigned integer. The conversion for component `c` of `v` to\n // fixed point is done as follows:\n //\n // ```glslx\n // packUnorm2x16: round(clamp(c, 0, +1) * 65535.0)\n // ```\n //\n // The first component of the vector will be written to the least significant bits of the output; the last component\n // will be written to the most significant bits.\n highp uint packUnorm2x16(vec2 v);\n // First, unpacks a single 32-bit unsigned integer `p` into a pair of 16-bit unsigned integers. Then, each component\n // is converted to a normalized floating-point value to generate the returned two-component vector. The conversion for\n // unpacked fixed-point value `f` to floating point is done as follows:\n //\n // ```glslx\n // unpackUnorm2x16: f / 65535.0\n // ```\n //\n // The first component of the returned vector will be extracted from the least significant bits of the input; the\n // last component will be extracted from the most significant bits.\n highp vec2 unpackUnorm2x16(highp uint p);\n\n // Returns an unsigned integer obtained by converting the components of a two-component floating-point vector to\n // the 16-bit floating-point representation found in the OpenGL ES Specification, and then packing these two\n // 16-bit integers into a 32-bit unsigned integer.\n //\n // The first vector component specifies the 16 least-significant bits of the result; the second component\n // specifies the 16 most-significant bits.\n highp uint packHalf2x16(mediump vec2 v);\n // Returns a two-component floating-point vector with components obtained by unpacking a 32-bit unsigned\n // integer into a pair of 16-bit values, interpreting those values as 16-bit floating-point numbers according to the\n // OpenGL ES Specification, and converting them to 32-bit floating-point values.\n //\n // The first component of the vector is obtained from the 16 least-significant bits of `v`; the second component is\n // obtained from the 16 most-significant bits of `v`.\n mediump vec2 unpackHalf2x16(highp uint v);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Geometric Functions\n\n // Returns the length of vector `x`, i.e. `√x²`\n float length(float x);\n // Returns the length of vector `x`, i.e. `√x[0]² + x[1]²`\n float length(vec2 x);\n // Returns the length of vector `x`, i.e. `√x[0]² + x[1]² + x[2]²`\n float length(vec3 x);\n // Returns the length of vector `x`, i.e. `√x[0]² + x[1]² + x[2]² + x[3]²`\n float length(vec4 x);\n\n // Returns the distance between `p0` and `p1`, i.e. `length(p0 - p1)`\n float distance(float p0, float p1);\n // Returns the distance between `p0` and `p1`, i.e. `length(p0 - p1)`\n float distance(vec2 p0, vec2 p1);\n // Returns the distance between `p0` and `p1`, i.e. `length(p0 - p1)`\n float distance(vec3 p0, vec3 p1);\n // Returns the distance between `p0` and `p1`, i.e. `length(p0 - p1)`\n float distance(vec4 p0, vec4 p1);\n\n // Returns the dot product of `x` and `y`, i.e. `x*y`\n float dot(float x, float y);\n // Returns the dot product of `x` and `y`, i.e. `x[0]*y[0] + x[1]*y[1]`\n float dot(vec2 x, vec2 y);\n // Returns the dot product of `x` and `y`, i.e. `x[0]*y[0] + x[1]*y[1] + x[2]*y[2]`\n float dot(vec3 x, vec3 y);\n // Returns the dot product of `x` and `y`, i.e. `x[0]*y[0] + x[1]*y[1] + x[2]*y[2] + x[3]*y[3]`\n float dot(vec4 x, vec4 y);\n\n // Returns the cross product of `x` and `y`, i.e.\n //\n // ```glslx\n // vec3(\n // x[1]*y[2] - y[1]*x[2],\n // x[2]*y[0] - y[2]*x[0],\n // x[0]*y[1] - y[0]*x[1])\n // ```\n vec3 cross(vec3 x, vec3 y);\n\n // Returns a vector in the same direction as `x` but with a length of 1 i.e. `x / length(x)`\n float normalize(float x);\n // Returns a vector in the same direction as `x` but with a length of 1 i.e. `x / length(x)`\n vec2 normalize(vec2 x);\n // Returns a vector in the same direction as `x` but with a length of 1 i.e. `x / length(x)`\n vec3 normalize(vec3 x);\n // Returns a vector in the same direction as `x` but with a length of 1 i.e. `x / length(x)`\n vec4 normalize(vec4 x);\n\n // If `dot(Nref, I) < 0` return `N`, otherwise return `-N`\n float faceforward(float N, float I, float Nref);\n // If `dot(Nref, I) < 0` return `N`, otherwise return `-N`\n vec2 faceforward(vec2 N, vec2 I, vec2 Nref);\n // If `dot(Nref, I) < 0` return `N`, otherwise return `-N`\n vec3 faceforward(vec3 N, vec3 I, vec3 Nref);\n // If `dot(Nref, I) < 0` return `N`, otherwise return `-N`\n vec4 faceforward(vec4 N, vec4 I, vec4 Nref);\n\n // For the incident vector `I` and surface orientation `N`, returns the reflection direction: `I - 2 * dot(N, I) * N`.\n // `N` must already be normalized in order to achieve the desired result.\n float reflect(float I, float N);\n // For the incident vector `I` and surface orientation `N`, returns the reflection direction: `I - 2 * dot(N, I) * N`.\n // `N` must already be normalized in order to achieve the desired result.\n vec2 reflect(vec2 I, vec2 N);\n // For the incident vector `I` and surface orientation `N`, returns the reflection direction: `I - 2 * dot(N, I) * N`.\n // `N` must already be normalized in order to achieve the desired result.\n vec3 reflect(vec3 I, vec3 N);\n // For the incident vector `I` and surface orientation `N`, returns the reflection direction: `I - 2 * dot(N, I) * N`.\n // `N` must already be normalized in order to achieve the desired result.\n vec4 reflect(vec4 I, vec4 N);\n\n // For the incident vector `I` and surface normal `N`, and the ratio of indices of refraction `eta`, return the refraction vector.\n // The result is computed by:\n //\n // ```glslx\n // float k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I));\n // if (k < 0.0) return float(0.0);\n // else return eta * I - (eta * dot(N, I) + sqrt(k)) * N;\n // ```\n //\n // The input parameters for the incident vector `I` and the surface normal `N`.\n float refract(float I, float N, float eta);\n // For the incident vector `I` and surface normal `N`, and the ratio of indices of refraction `eta`, return the refraction vector.\n // The result is computed by:\n //\n // ```glslx\n // float k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I));\n // if (k < 0.0) return vec2(0.0);\n // else return eta * I - (eta * dot(N, I) + sqrt(k)) * N;\n // ```\n //\n // The input parameters for the incident vector `I` and the surface normal `N`.\n vec2 refract(vec2 I, vec2 N, float eta);\n // For the incident vector `I` and surface normal `N`, and the ratio of indices of refraction `eta`, return the refraction vector.\n // The result is computed by:\n //\n // ```glslx\n // float k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I));\n // if (k < 0.0) return vec3(0.0);\n // else return eta * I - (eta * dot(N, I) + sqrt(k)) * N;\n // ```\n //\n // The input parameters for the incident vector `I` and the surface normal `N`.\n vec3 refract(vec3 I, vec3 N, float eta);\n // For the incident vector `I` and surface normal `N`, and the ratio of indices of refraction `eta`, return the refraction vector.\n // The result is computed by:\n //\n // ```glslx\n // float k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I));\n // if (k < 0.0) return vec4(0.0);\n // else return eta * I - (eta * dot(N, I) + sqrt(k)) * N;\n // ```\n //\n // The input parameters for the incident vector `I` and the surface normal `N`.\n vec4 refract(vec4 I, vec4 N, float eta);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Matrix Functions\n\n // Multiply matrix `x` by matrix `y` component-wise, i.e., `result[i][j]` is the scalar product of `x[i][j]` and `y[i][j]`.\n // Note: to get linear algebraic matrix multiplication, use the multiply operator (`*`).\n mat2 matrixCompMult(mat2 x, mat2 y);\n // Multiply matrix `x` by matrix `y` component-wise, i.e., `result[i][j]` is the scalar product of `x[i][j]` and `y[i][j]`.\n // Note: to get linear algebraic matrix multiplication, use the multiply operator (`*`).\n mat3 matrixCompMult(mat3 x, mat3 y);\n // Multiply matrix `x` by matrix `y` component-wise, i.e., `result[i][j]` is the scalar product of `x[i][j]` and `y[i][j]`.\n // Note: to get linear algebraic matrix multiplication, use the multiply operator (`*`).\n mat4 matrixCompMult(mat4 x, mat4 y);\n\n // Treats the first parameter `c` as a column vector (matrix with one column) and the second parameter `r` as a row\n // vector (matrix with one row) and does a linear algebraic matrix multiply `c * r`, yielding a matrix whose number of\n // rows is the number of components in `c` and whose number of columns is the number of components in `r`.\n mat2 outerProduct(vec2 c, vec2 r);\n // Treats the first parameter `c` as a column vector (matrix with one column) and the second parameter `r` as a row\n // vector (matrix with one row) and does a linear algebraic matrix multiply `c * r`, yielding a matrix whose number of\n // rows is the number of components in `c` and whose number of columns is the number of components in `r`.\n mat3 outerProduct(vec3 c, vec3 r);\n // Treats the first parameter `c` as a column vector (matrix with one column) and the second parameter `r` as a row\n // vector (matrix with one row) and does a linear algebraic matrix multiply `c * r`, yielding a matrix whose number of\n // rows is the number of components in `c` and whose number of columns is the number of components in `r`.\n mat4 outerProduct(vec4 c, vec4 r);\n // Treats the first parameter `c` as a column vector (matrix with one column) and the second parameter `r` as a row\n // vector (matrix with one row) and does a linear algebraic matrix multiply `c * r`, yielding a matrix whose number of\n // rows is the number of components in `c` and whose number of columns is the number of components in `r`.\n mat2x3 outerProduct(vec3 c, vec2 r);\n // Treats the first parameter `c` as a column vector (matrix with one column) and the second parameter `r` as a row\n // vector (matrix with one row) and does a linear algebraic matrix multiply `c * r`, yielding a matrix whose number of\n // rows is the number of components in `c` and whose number of columns is the number of components in `r`.\n mat3x2 outerProduct(vec2 c, vec3 r);\n // Treats the first parameter `c` as a column vector (matrix with one column) and the second parameter `r` as a row\n // vector (matrix with one row) and does a linear algebraic matrix multiply `c * r`, yielding a matrix whose number of\n // rows is the number of components in `c` and whose number of columns is the number of components in `r`.\n mat2x4 outerProduct(vec4 c, vec2 r);\n // Treats the first parameter `c` as a column vector (matrix with one column) and the second parameter `r` as a row\n // vector (matrix with one row) and does a linear algebraic matrix multiply `c * r`, yielding a matrix whose number of\n // rows is the number of components in `c` and whose number of columns is the number of components in `r`.\n mat4x2 outerProduct(vec2 c, vec4 r);\n // Treats the first parameter `c` as a column vector (matrix with one column) and the second parameter `r` as a row\n // vector (matrix with one row) and does a linear algebraic matrix multiply `c * r`, yielding a matrix whose number of\n // rows is the number of components in `c` and whose number of columns is the number of components in `r`.\n mat3x4 outerProduct(vec4 c, vec3 r);\n // Treats the first parameter `c` as a column vector (matrix with one column) and the second parameter `r` as a row\n // vector (matrix with one row) and does a linear algebraic matrix multiply `c * r`, yielding a matrix whose number of\n // rows is the number of components in `c` and whose number of columns is the number of components in `r`.\n mat4x3 outerProduct(vec3 c, vec4 r);\n\n // Returns a matrix that is the transpose of `m`. The input matrix `m` is not modified.\n mat2 transpose(mat2 m);\n // Returns a matrix that is the transpose of `m`. The input matrix `m` is not modified.\n mat3 transpose(mat3 m);\n // Returns a matrix that is the transpose of `m`. The input matrix `m` is not modified.\n mat4 transpose(mat4 m);\n // Returns a matrix that is the transpose of `m`. The input matrix `m` is not modified.\n mat2x3 transpose(mat3x2 m);\n // Returns a matrix that is the transpose of `m`. The input matrix `m` is not modified.\n mat3x2 transpose(mat2x3 m);\n // Returns a matrix that is the transpose of `m`. The input matrix `m` is not modified.\n mat2x4 transpose(mat4x2 m);\n // Returns a matrix that is the transpose of `m`. The input matrix `m` is not modified.\n mat4x2 transpose(mat2x4 m);\n // Returns a matrix that is the transpose of `m`. The input matrix `m` is not modified.\n mat3x4 transpose(mat4x3 m);\n // Returns a matrix that is the transpose of `m`. The input matrix `m` is not modified.\n mat4x3 transpose(mat3x4 m);\n\n // Returns the determinant of `m`.\n float determinant(mat2 m);\n // Returns the determinant of `m`.\n float determinant(mat3 m);\n // Returns the determinant of `m`.\n float determinant(mat4 m);\n\n // Returns a matrix that is the inverse of `m`. The input matrix `m` is not modified. The values in\n // the returned matrix are undefined if `m` is singular or poorly-conditioned (nearly singular).\n mat2 inverse(mat2 m);\n // Returns a matrix that is the inverse of `m`. The input matrix `m` is not modified. The values in\n // the returned matrix are undefined if `m` is singular or poorly-conditioned (nearly singular).\n mat3 inverse(mat3 m);\n // Returns a matrix that is the inverse of `m`. The input matrix `m` is not modified. The values in\n // the returned matrix are undefined if `m` is singular or poorly-conditioned (nearly singular).\n mat4 inverse(mat4 m);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Vector Relational Functions\n\n // Returns the component-wise compare of `x < y`.\n bvec2 lessThan(vec2 x, vec2 y);\n // Returns the component-wise compare of `x < y`.\n bvec2 lessThan(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x < y`.\n bvec2 lessThan(uvec2 x, uvec2 y);\n // Returns the component-wise compare of `x < y`.\n bvec3 lessThan(vec3 x, vec3 y);\n // Returns the component-wise compare of `x < y`.\n bvec3 lessThan(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x < y`.\n bvec3 lessThan(uvec3 x, uvec3 y);\n // Returns the component-wise compare of `x < y`.\n bvec4 lessThan(vec4 x, vec4 y);\n // Returns the component-wise compare of `x < y`.\n bvec4 lessThan(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x < y`.\n bvec4 lessThan(uvec4 x, uvec4 y);\n\n // Returns the component-wise compare of `x <= y`.\n bvec2 lessThanEqual(vec2 x, vec2 y);\n // Returns the component-wise compare of `x <= y`.\n bvec2 lessThanEqual(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x <= y`.\n bvec2 lessThanEqual(uvec2 x, uvec2 y);\n // Returns the component-wise compare of `x <= y`.\n bvec3 lessThanEqual(vec3 x, vec3 y);\n // Returns the component-wise compare of `x <= y`.\n bvec3 lessThanEqual(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x <= y`.\n bvec3 lessThanEqual(uvec3 x, uvec3 y);\n // Returns the component-wise compare of `x <= y`.\n bvec4 lessThanEqual(vec4 x, vec4 y);\n // Returns the component-wise compare of `x <= y`.\n bvec4 lessThanEqual(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x <= y`.\n bvec4 lessThanEqual(uvec4 x, uvec4 y);\n\n // Returns the component-wise compare of `x > y`.\n bvec2 greaterThan(vec2 x, vec2 y);\n // Returns the component-wise compare of `x > y`.\n bvec2 greaterThan(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x > y`.\n bvec2 greaterThan(uvec2 x, uvec2 y);\n // Returns the component-wise compare of `x > y`.\n bvec3 greaterThan(vec3 x, vec3 y);\n // Returns the component-wise compare of `x > y`.\n bvec3 greaterThan(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x > y`.\n bvec3 greaterThan(uvec3 x, uvec3 y);\n // Returns the component-wise compare of `x > y`.\n bvec4 greaterThan(vec4 x, vec4 y);\n // Returns the component-wise compare of `x > y`.\n bvec4 greaterThan(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x > y`.\n bvec4 greaterThan(uvec4 x, uvec4 y);\n\n // Returns the component-wise compare of `x >= y`.\n bvec2 greaterThanEqual(vec2 x, vec2 y);\n // Returns the component-wise compare of `x >= y`.\n bvec2 greaterThanEqual(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x >= y`.\n bvec2 greaterThanEqual(uvec2 x, uvec2 y);\n // Returns the component-wise compare of `x >= y`.\n bvec3 greaterThanEqual(vec3 x, vec3 y);\n // Returns the component-wise compare of `x >= y`.\n bvec3 greaterThanEqual(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x >= y`.\n bvec3 greaterThanEqual(uvec3 x, uvec3 y);\n // Returns the component-wise compare of `x >= y`.\n bvec4 greaterThanEqual(vec4 x, vec4 y);\n // Returns the component-wise compare of `x >= y`.\n bvec4 greaterThanEqual(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x >= y`.\n bvec4 greaterThanEqual(uvec4 x, uvec4 y);\n\n // Returns the component-wise compare of `x == y`.\n bvec2 equal(vec2 x, vec2 y);\n // Returns the component-wise compare of `x == y`.\n bvec2 equal(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x == y`.\n bvec2 equal(uvec2 x, uvec2 y);\n // Returns the component-wise compare of `x == y`.\n bvec2 equal(bvec2 x, bvec2 y);\n // Returns the component-wise compare of `x == y`.\n bvec3 equal(vec3 x, vec3 y);\n // Returns the component-wise compare of `x == y`.\n bvec3 equal(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x == y`.\n bvec3 equal(uvec3 x, uvec3 y);\n // Returns the component-wise compare of `x == y`.\n bvec3 equal(bvec3 x, bvec3 y);\n // Returns the component-wise compare of `x == y`.\n bvec4 equal(vec4 x, vec4 y);\n // Returns the component-wise compare of `x == y`.\n bvec4 equal(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x == y`.\n bvec4 equal(uvec4 x, uvec4 y);\n // Returns the component-wise compare of `x == y`.\n bvec4 equal(bvec4 x, bvec4 y);\n\n // Returns the component-wise compare of `x != y`.\n bvec2 notEqual(vec2 x, vec2 y);\n // Returns the component-wise compare of `x != y`.\n bvec2 notEqual(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x != y`.\n bvec2 notEqual(uvec2 x, uvec2 y);\n // Returns the component-wise compare of `x != y`.\n bvec2 notEqual(bvec2 x, bvec2 y);\n // Returns the component-wise compare of `x != y`.\n bvec3 notEqual(vec3 x, vec3 y);\n // Returns the component-wise compare of `x != y`.\n bvec3 notEqual(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x != y`.\n bvec3 notEqual(uvec3 x, uvec3 y);\n // Returns the component-wise compare of `x != y`.\n bvec3 notEqual(bvec3 x, bvec3 y);\n // Returns the component-wise compare of `x != y`.\n bvec4 notEqual(vec4 x, vec4 y);\n // Returns the component-wise compare of `x != y`.\n bvec4 notEqual(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x != y`.\n bvec4 notEqual(uvec4 x, uvec4 y);\n // Returns the component-wise compare of `x != y`.\n bvec4 notEqual(bvec4 x, bvec4 y);\n\n // Returns true if any component of `x` is `true`.\n bool any(bvec2 x);\n // Returns true if any component of `x` is `true`.\n bool any(bvec3 x);\n // Returns true if any component of `x` is `true`.\n bool any(bvec4 x);\n\n // Returns true only if all components of `x` are `true`.\n bool all(bvec2 x);\n // Returns true only if all components of `x` are `true`.\n bool all(bvec3 x);\n // Returns true only if all components of `x` are `true`.\n bool all(bvec4 x);\n\n // Returns the component-wise logical complement of `x`.\n bvec2 not(bvec2 x);\n // Returns the component-wise logical complement of `x`.\n bvec3 not(bvec3 x);\n // Returns the component-wise logical complement of `x`.\n bvec4 not(bvec4 x);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Texture Lookup Functions\n\n // Returns the dimensions of level `lod` for the texture bound to `sampler`.\n highp ivec2 textureSize(sampler2D sampler, int lod);\n // Returns the dimensions of level `lod` for the texture bound to `sampler`.\n highp ivec2 textureSize(isampler2D sampler, int lod);\n // Returns the dimensions of level `lod` for the texture bound to `sampler`.\n highp ivec2 textureSize(usampler2D sampler, int lod);\n // Returns the dimensions of level `lod` for the texture bound to `sampler`.\n highp ivec3 textureSize(sampler3D sampler, int lod);\n // Returns the dimensions of level `lod` for the texture bound to `sampler`.\n highp ivec3 textureSize(isampler3D sampler, int lod);\n // Returns the dimensions of level `lod` for the texture bound to `sampler`.\n highp ivec3 textureSize(usampler3D sampler, int lod);\n // Returns the dimensions of level `lod` for the texture bound to `sampler`.\n highp ivec2 textureSize(samplerCube sampler, int lod);\n // Returns the dimensions of level `lod` for the texture bound to `sampler`.\n highp ivec2 textureSize(isamplerCube sampler, int lod);\n // Returns the dimensions of level `lod` for the texture bound to `sampler`.\n highp ivec2 textureSize(usamplerCube sampler, int lod);\n // Returns the dimensions of level `lod` for the texture bound to `sampler`.\n highp ivec2 textureSize(sampler2DShadow sampler, int lod);\n // Returns the dimensions of level `lod` for the texture bound to `sampler`.\n highp ivec2 textureSize(samplerCubeShadow sampler, int lod);\n // Returns the dimensions of level `lod` for the texture bound to `sampler`.\n highp ivec3 textureSize(sampler2DArray sampler, int lod);\n // Returns the dimensions of level `lod` for the texture bound to `sampler`.\n highp ivec3 textureSize(isampler2DArray sampler, int lod);\n // Returns the dimensions of level `lod` for the texture bound to `sampler`.\n highp ivec3 textureSize(usampler2DArray sampler, int lod);\n // Returns the dimensions of level `lod` for the texture bound to `sampler`.\n highp ivec3 textureSize(sampler2DArrayShadow sampler, int lod);\n\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n vec4 texture(sampler2D sampler, vec2 P);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n ivec4 texture(isampler2D sampler, vec2 P);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n uvec4 texture(usampler2D sampler, vec2 P);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n vec4 texture(sampler2D sampler, vec2 P, float bias);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n ivec4 texture(isampler2D sampler, vec2 P, float bias);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n uvec4 texture(usampler2D sampler, vec2 P, float bias);\n\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n vec4 texture(sampler3D sampler, vec3 P);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n ivec4 texture(isampler3D sampler, vec3 P);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n uvec4 texture(usampler3D sampler, vec3 P);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n vec4 texture(sampler3D sampler, vec3 P, float bias);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n ivec4 texture(isampler3D sampler, vec3 P, float bias);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n uvec4 texture(usampler3D sampler, vec3 P, float bias);\n\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n vec4 texture(samplerCube sampler, vec3 P);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n ivec4 texture(isamplerCube sampler, vec3 P);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n uvec4 texture(usamplerCube sampler, vec3 P);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n vec4 texture(samplerCube sampler, vec3 P, float bias);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n ivec4 texture(isamplerCube sampler, vec3 P, float bias);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n uvec4 texture(usamplerCube sampler, vec3 P, float bias);\n\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n float texture(sampler2DShadow sampler, vec3 P);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n float texture(sampler2DShadow sampler, vec3 P, float bias);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n float texture(samplerCubeShadow sampler, vec4 P);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n float texture(samplerCubeShadow sampler, vec4 P, float bias);\n\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n vec4 texture(sampler2DArray sampler, vec3 P);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n ivec4 texture(isampler2DArray sampler, vec3 P);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n uvec4 texture(usampler2DArray sampler, vec3 P);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n vec4 texture(sampler2DArray sampler, vec3 P, float bias);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n ivec4 texture(isampler2DArray sampler, vec3 P, float bias);\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n uvec4 texture(usampler2DArray sampler, vec3 P, float bias);\n\n // Use the texture coordinate `P` to do a texture lookup in the texture currently bound to `sampler`.\n float texture(sampler2DArrayShadow sampler, vec4 P);\n\n // Do a texture lookup with projection. The texture coordinates consumed from `P`, not including the last\n // component of `P`, are divided by the last component of `P` to form projected coordinates `P'`.\n vec4 textureProj(sampler2D sampler, vec3 P);\n // Do a texture lookup with projection. The texture coordinates consumed from `P`, not including the last\n // component of `P`, are divided by the last component of `P` to form projected coordinates `P'`.\n ivec4 textureProj(isampler2D sampler, vec3 P);\n // Do a texture lookup with projection. The texture coordinates consumed from `P`, not including the last\n // component of `P`, are divided by the last component of `P` to form projected coordinates `P'`.\n uvec4 textureProj(usampler2D sampler, vec3 P);\n // Do a texture lookup with projection. The texture coordinates consumed from `P`, not including the last\n // component of `P`, are divided by the last component of `P` to form projected coordinates `P'`.\n vec4 textureProj(sampler2D sampler, vec3 P, float bias);\n // Do a texture lookup with projection. The texture coordinates consumed from `P`, not including the last\n // component of `P`, are divided by the last component of `P` to form projected coordinates `P'`.\n ivec4 textureProj(isampler2D sampler, vec3 P, float bias);\n // Do a texture lookup with projection. The texture coordinates consumed from `P`, not including the last\n // component of `P`, are divided by the last component of `P` to form projected coordinates `P'`.\n uvec4 textureProj(usampler2D sampler, vec3 P, float bias);\n\n // Do a texture lookup with projection. The texture coordinates consumed from `P`, not including the last\n // component of `P`, are divided by the last component of `P` to form projected coordinates `P'`.\n vec4 textureProj(sampler2D sampler, vec4 P);\n // Do a texture lookup with projection. The texture coordinates consumed from `P`, not including the last\n // component of `P`, are divided by the last component of `P` to form projected coordinates `P'`.\n ivec4 textureProj(isampler2D sampler, vec4 P);\n // Do a texture lookup with projection. The texture coordinates consumed from `P`, not including the last\n // component of `P`, are divided by the last component of `P` to form projected coordinates `P'`.\n uvec4 textureProj(usampler2D sampler, vec4 P);\n // Do a texture lookup with projection. The texture coordinates consumed from `P`, not including the last\n // component of `P`, are divided by the last component of `P` to form projected coordinates `P'`.\n vec4 textureProj(sampler2D sampler, vec4 P, float bias);\n // Do a texture lookup with projection. The texture coordinates consumed from `P`, not including the last\n // component of `P`, are divided by the last component of `P` to form projected coordinates `P'`.\n ivec4 textureProj(isampler2D sampler, vec4 P, float bias);\n // Do a texture lookup with projection. The texture coordinates consumed from `P`, not including the last\n // component of `P`, are divided by the last component of `P` to form projected coordinates `P'`.\n uvec4 textureProj(usampler2D sampler, vec4 P, float bias);\n\n // Do a texture lookup with projection. The texture coordinates consumed from `P`, not including the last\n // component of `P`, are divided by the last component of `P` to form projected coordinates `P'`.\n vec4 textureProj(sampler3D sampler, vec4 P);\n // Do a texture lookup with projection. The texture coordinates consumed from `P`, not including the last\n // component of `P`, are divided by the last component of `P` to form projected coordinates `P'`.\n ivec4 textureProj(isampler3D sampler, vec4 P);\n // Do a texture lookup with projection. The texture coordinates consumed from `P`, not including the last\n // component of `P`, are divided by the last component of `P` to form projected coordinates `P'`.\n uvec4 textureProj(usampler3D sampler, vec4 P);\n // Do a texture lookup with projection. The texture coordinates consumed from `P`, not including the last\n // component of `P`, are divided by the last component of `P` to form projected coordinates `P'`.\n vec4 textureProj(sampler3D sampler, vec4 P, float bias);\n // Do a texture lookup with projection. The texture coordinates consumed from `P`, not including the last\n // component of `P`, are divided by the last component of `P` to form projected coordinates `P'`.\n ivec4 textureProj(isampler3D sampler, vec4 P, float bias);\n // Do a texture lookup with projection. The texture coordinates consumed from `P`, not including the last\n // component of `P`, are divided by the last component of `P` to form projected coordinates `P'`.\n uvec4 textureProj(usampler3D sampler, vec4 P, float bias);\n\n // Do a texture lookup with projection. The texture coordinates consumed from `P`, not including the last\n // component of `P`, are divided by the last component of `P` to form projected coordinates `P'`.\n float textureProj(sampler2DShadow sampler, vec4 P);\n // Do a texture lookup with projection. The texture coordinates consumed from `P`, not including the last\n // component of `P`, are divided by the last component of `P` to form projected coordinates `P'`.\n float textureProj(sampler2DShadow sampler, vec4 P, float bias);\n\n // Do a texture lookup as in `texture` but with explicit LOD; `lod` specifies `λbase` and sets the partial derivatives.\n vec4 textureLod(sampler2D sampler, vec2 P, float lod);\n // Do a texture lookup as in `texture` but with explicit LOD; `lod` specifies `λbase` and sets the partial derivatives.\n ivec4 textureLod(isampler2D sampler, vec2 P, float lod);\n // Do a texture lookup as in `texture` but with explicit LOD; `lod` specifies `λbase` and sets the partial derivatives.\n uvec4 textureLod(usampler2D sampler, vec2 P, float lod);\n // Do a texture lookup as in `texture` but with explicit LOD; `lod` specifies `λbase` and sets the partial derivatives.\n vec4 textureLod(sampler3D sampler, vec3 P, float lod);\n // Do a texture lookup as in `texture` but with explicit LOD; `lod` specifies `λbase` and sets the partial derivatives.\n ivec4 textureLod(isampler3D sampler, vec3 P, float lod);\n // Do a texture lookup as in `texture` but with explicit LOD; `lod` specifies `λbase` and sets the partial derivatives.\n uvec4 textureLod(usampler3D sampler, vec3 P, float lod);\n // Do a texture lookup as in `texture` but with explicit LOD; `lod` specifies `λbase` and sets the partial derivatives.\n vec4 textureLod(samplerCube sampler, vec3 P, float lod);\n // Do a texture lookup as in `texture` but with explicit LOD; `lod` specifies `λbase` and sets the partial derivatives.\n ivec4 textureLod(isamplerCube sampler, vec3 P, float lod);\n // Do a texture lookup as in `texture` but with explicit LOD; `lod` specifies `λbase` and sets the partial derivatives.\n uvec4 textureLod(usamplerCube sampler, vec3 P, float lod);\n // Do a texture lookup as in `texture` but with explicit LOD; `lod` specifies `λbase` and sets the partial derivatives.\n float textureLod(sampler2DShadow sampler, vec3 P, float lod);\n // Do a texture lookup as in `texture` but with explicit LOD; `lod` specifies `λbase` and sets the partial derivatives.\n vec4 textureLod(sampler2DArray sampler, vec3 P, float lod);\n // Do a texture lookup as in `texture` but with explicit LOD; `lod` specifies `λbase` and sets the partial derivatives.\n ivec4 textureLod(isampler2DArray sampler, vec3 P, float lod);\n // Do a texture lookup as in `texture` but with explicit LOD; `lod` specifies `λbase` and sets the partial derivatives.\n uvec4 textureLod(usampler2DArray sampler, vec3 P, float lod);\n\n // Do a texture lookup as in texture but with `offset` added to the `(u,v)` texel coordinates\n // before looking up each texel. The offset value must be a constant expression.\n vec4 textureOffset(sampler2D sampler, vec2 P, ivec2 offset);\n // Do a texture lookup as in texture but with `offset` added to the `(u,v)` texel coordinates\n // before looking up each texel. The offset value must be a constant expression.\n ivec4 textureOffset(isampler2D sampler, vec2 P, ivec2 offset);\n // Do a texture lookup as in texture but with `offset` added to the `(u,v)` texel coordinates\n // before looking up each texel. The offset value must be a constant expression.\n uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset);\n // Do a texture lookup as in texture but with `offset` added to the `(u,v)` texel coordinates\n // before looking up each texel. The offset value must be a constant expression.\n vec4 textureOffset(sampler2D sampler, vec2 P, ivec2 offset, float bias);\n // Do a texture lookup as in texture but with `offset` added to the `(u,v)` texel coordinates\n // before looking up each texel. The offset value must be a constant expression.\n ivec4 textureOffset(isampler2D sampler, vec2 P, ivec2 offset, float bias);\n // Do a texture lookup as in texture but with `offset` added to the `(u,v)` texel coordinates\n // before looking up each texel. The offset value must be a constant expression.\n uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset, float bias);\n\n // Do a texture lookup as in texture but with `offset` added to the `(u,v,w)` texel coordinates\n // before looking up each texel. The offset value must be a constant expression.\n vec4 textureOffset(sampler3D sampler, vec3 P, ivec3 offset);\n // Do a texture lookup as in texture but with `offset` added to the `(u,v,w)` texel coordinates\n // before looking up each texel. The offset value must be a constant expression.\n ivec4 textureOffset(isampler3D sampler, vec3 P, ivec3 offset);\n // Do a texture lookup as in texture but with `offset` added to the `(u,v,w)` texel coordinates\n // before looking up each texel. The offset value must be a constant expression.\n uvec4 textureOffset(usampler3D sampler, vec3 P, ivec3 offset);\n // Do a texture lookup as in texture but with `offset` added to the `(u,v,w)` texel coordinates\n // before looking up each texel. The offset value must be a constant expression.\n vec4 textureOffset(sampler3D sampler, vec3 P, ivec3 offset, float bias);\n // Do a texture lookup as in texture but with `offset` added to the `(u,v,w)` texel coordinates\n // before looking up each texel. The offset value must be a constant expression.\n ivec4 textureOffset(isampler3D sampler, vec3 P, ivec3 offset, float bias);\n // Do a texture lookup as in texture but with `offset` added to the `(u,v,w)` texel coordinates\n // before looking up each texel. The offset value must be a constant expression.\n uvec4 textureOffset(usampler3D sampler, vec3 P, ivec3 offset, float bias);\n\n // Do a texture lookup as in texture but with `offset` added to the `(u,v,w)` texel coordinates\n // before looking up each texel. The offset value must be a constant expression.\n float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset);\n // Do a texture lookup as in texture but with `offset` added to the `(u,v,w)` texel coordinates\n // before looking up each texel. The offset value must be a constant expression.\n float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float bias);\n\n // Do a texture lookup as in texture but with `offset` added to the `(u,v,w)` texel coordinates\n // before looking up each texel. The offset value must be a constant expression. Note that\n // `offset` does not apply to the layer coordinate for texture arrays.\n vec4 textureOffset(sampler2DArray sampler, vec3 P, ivec2 offset);\n // Do a texture lookup as in texture but with `offset` added to the `(u,v,w)` texel coordinates\n // before looking up each texel. The offset value must be a constant expression. Note that\n // `offset` does not apply to the layer coordinate for texture arrays.\n ivec4 textureOffset(isampler2DArray sampler, vec3 P, ivec2 offset);\n // Do a texture lookup as in texture but with `offset` added to the `(u,v,w)` texel coordinates\n // before looking up each texel. The offset value must be a constant expression. Note that\n // `offset` does not apply to the layer coordinate for texture arrays.\n uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset);\n // Do a texture lookup as in texture but with `offset` added to the `(u,v,w)` texel coordinates\n // before looking up each texel. The offset value must be a constant expression. Note that\n // `offset` does not apply to the layer coordinate for texture arrays.\n vec4 textureOffset(sampler2DArray sampler, vec3 P, ivec2 offset, float bias);\n // Do a texture lookup as in texture but with `offset` added to the `(u,v,w)` texel coordinates\n // before looking up each texel. The offset value must be a constant expression. Note that\n // `offset` does not apply to the layer coordinate for texture arrays.\n ivec4 textureOffset(isampler2DArray sampler, vec3 P, ivec2 offset, float bias);\n // Do a texture lookup as in texture but with `offset` added to the `(u,v,w)` texel coordinates\n // before looking up each texel. The offset value must be a constant expression. Note that\n // `offset` does not apply to the layer coordinate for texture arrays.\n uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset, float bias);\n\n // Use integer texture coordinate `P` to lookup a single texel from sampler.\n vec4 texelFetch(sampler2D sampler, ivec2 P, int lod);\n // Use integer texture coordinate `P` to lookup a single texel from sampler.\n ivec4 texelFetch(isampler2D sampler, ivec2 P, int lod);\n // Use integer texture coordinate `P` to lookup a single texel from sampler.\n uvec4 texelFetch(usampler2D sampler, ivec2 P, int lod);\n // Use integer texture coordinate `P` to lookup a single texel from sampler.\n vec4 texelFetch(sampler3D sampler, ivec3 P, int lod);\n // Use integer texture coordinate `P` to lookup a single texel from sampler.\n ivec4 texelFetch(isampler3D sampler, ivec3 P, int lod);\n // Use integer texture coordinate `P` to lookup a single texel from sampler.\n uvec4 texelFetch(usampler3D sampler, ivec3 P, int lod);\n // Use integer texture coordinate `P` to lookup a single texel from sampler.\n vec4 texelFetch(sampler2DArray sampler, ivec3 P, int lod);\n // Use integer texture coordinate `P` to lookup a single texel from sampler.\n ivec4 texelFetch(isampler2DArray sampler, ivec3 P, int lod);\n // Use integer texture coordinate `P` to lookup a single texel from sampler.\n uvec4 texelFetch(usampler2DArray sampler, ivec3 P, int lod);\n\n // Fetch a single texel as in `texelFetch` offset by `offset` as described in `textureOffset`.\n vec4 texelFetchOffset(sampler2D sampler, ivec2 P, int lod, ivec2 offset);\n // Fetch a single texel as in `texelFetch` offset by `offset` as described in `textureOffset`.\n ivec4 texelFetchOffset(isampler2D sampler, ivec2 P, int lod, ivec2 offset);\n // Fetch a single texel as in `texelFetch` offset by `offset` as described in `textureOffset`.\n uvec4 texelFetchOffset(usampler2D sampler, ivec2 P, int lod, ivec2 offset);\n // Fetch a single texel as in `texelFetch` offset by `offset` as described in `textureOffset`.\n vec4 texelFetchOffset(sampler3D sampler, ivec3 P, int lod, ivec3 offset);\n // Fetch a single texel as in `texelFetch` offset by `offset` as described in `textureOffset`.\n ivec4 texelFetchOffset(isampler3D sampler, ivec3 P, int lod, ivec3 offset);\n // Fetch a single texel as in `texelFetch` offset by `offset` as described in `textureOffset`.\n uvec4 texelFetchOffset(usampler3D sampler, ivec3 P, int lod, ivec3 offset);\n // Fetch a single texel as in `texelFetch` offset by `offset` as described in `textureOffset`.\n vec4 texelFetchOffset(sampler2DArray sampler, ivec3 P, int lod, ivec2 offset);\n // Fetch a single texel as in `texelFetch` offset by `offset` as described in `textureOffset`.\n ivec4 texelFetchOffset(isampler2DArray sampler, ivec3 P, int lod, ivec2 offset);\n // Fetch a single texel as in `texelFetch` offset by `offset` as described in `textureOffset`.\n uvec4 texelFetchOffset(usampler2DArray sampler, ivec3 P, int lod, ivec2 offset);\n\n// Do a projective texture lookup as described in `textureProj` offset by `offset` as described in `textureOffset`.\n vec4 textureProjOffset(sampler2D sampler, vec3 P, ivec2 offset);\n // Do a projective texture lookup as described in `textureProj` offset by `offset` as described in `textureOffset`.\n ivec4 textureProjOffset(isampler2D sampler, vec3 P, ivec2 offset);\n // Do a projective texture lookup as described in `textureProj` offset by `offset` as described in `textureOffset`.\n uvec4 textureProjOffset(usampler2D sampler, vec3 P, ivec2 offset);\n // Do a projective texture lookup as described in `textureProj` offset by `offset` as described in `textureOffset`.\n vec4 textureProjOffset(sampler2D sampler, vec3 P, ivec2 offset, float bias);\n // Do a projective texture lookup as described in `textureProj` offset by `offset` as described in `textureOffset`.\n ivec4 textureProjOffset(isampler2D sampler, vec3 P, ivec2 offset, float bias);\n // Do a projective texture lookup as described in `textureProj` offset by `offset` as described in `textureOffset`.\n uvec4 textureProjOffset(usampler2D sampler, vec3 P, ivec2 offset, float bias);\n // Do a projective texture lookup as described in `textureProj` offset by `offset` as described in `textureOffset`.\n vec4 textureProjOffset(sampler2D sampler, vec4 P, ivec2 offset);\n // Do a projective texture lookup as described in `textureProj` offset by `offset` as described in `textureOffset`.\n ivec4 textureProjOffset(isampler2D sampler, vec4 P, ivec2 offset);\n // Do a projective texture lookup as described in `textureProj` offset by `offset` as described in `textureOffset`.\n uvec4 textureProjOffset(usampler2D sampler, vec4 P, ivec2 offset);\n // Do a projective texture lookup as described in `textureProj` offset by `offset` as described in `textureOffset`.\n vec4 textureProjOffset(sampler2D sampler, vec4 P, ivec2 offset, float bias);\n // Do a projective texture lookup as described in `textureProj` offset by `offset` as described in `textureOffset`.\n ivec4 textureProjOffset(isampler2D sampler, vec4 P, ivec2 offset, float bias);\n // Do a projective texture lookup as described in `textureProj` offset by `offset` as described in `textureOffset`.\n uvec4 textureProjOffset(usampler2D sampler, vec4 P, ivec2 offset, float bias);\n // Do a projective texture lookup as described in `textureProj` offset by `offset` as described in `textureOffset`.\n vec4 textureProjOffset(sampler3D sampler, vec4 P, ivec3 offset);\n // Do a projective texture lookup as described in `textureProj` offset by `offset` as described in `textureOffset`.\n ivec4 textureProjOffset(isampler3D sampler, vec4 P, ivec3 offset);\n // Do a projective texture lookup as described in `textureProj` offset by `offset` as described in `textureOffset`.\n uvec4 textureProjOffset(usampler3D sampler, vec4 P, ivec3 offset);\n // Do a projective texture lookup as described in `textureProj` offset by `offset` as described in `textureOffset`.\n vec4 textureProjOffset(sampler3D sampler, vec4 P, ivec3 offset, float bias);\n // Do a projective texture lookup as described in `textureProj` offset by `offset` as described in `textureOffset`.\n ivec4 textureProjOffset(isampler3D sampler, vec4 P, ivec3 offset, float bias);\n // Do a projective texture lookup as described in `textureProj` offset by `offset` as described in `textureOffset`.\n uvec4 textureProjOffset(usampler3D sampler, vec4 P, ivec3 offset, float bias);\n // Do a projective texture lookup as described in `textureProj` offset by `offset` as described in `textureOffset`.\n float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset);\n // Do a projective texture lookup as described in `textureProj` offset by `offset` as described in `textureOffset`.\n float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset, float bias);\n\n // Do an offset texture lookup with explicit LOD. See `textureLod` and `textureOffset`.\n vec4 textureLodOffset(sampler2D sampler, vec2 P, float lod, ivec2 offset);\n // Do an offset texture lookup with explicit LOD. See `textureLod` and `textureOffset`.\n ivec4 textureLodOffset(isampler2D sampler, vec2 P, float lod, ivec2 offset);\n // Do an offset texture lookup with explicit LOD. See `textureLod` and `textureOffset`.\n uvec4 textureLodOffset(usampler2D sampler, vec2 P, float lod, ivec2 offset);\n // Do an offset texture lookup with explicit LOD. See `textureLod` and `textureOffset`.\n vec4 textureLodOffset(sampler3D sampler, vec3 P, float lod, ivec3 offset);\n // Do an offset texture lookup with explicit LOD. See `textureLod` and `textureOffset`.\n ivec4 textureLodOffset(isampler3D sampler, vec3 P, float lod, ivec3 offset);\n // Do an offset texture lookup with explicit LOD. See `textureLod` and `textureOffset`.\n uvec4 textureLodOffset(usampler3D sampler, vec3 P, float lod, ivec3 offset);\n // Do an offset texture lookup with explicit LOD. See `textureLod` and `textureOffset`.\n float textureLodOffset(sampler2DShadow sampler, vec3 P, float lod, ivec2 offset);\n // Do an offset texture lookup with explicit LOD. See `textureLod` and `textureOffset`.\n vec4 textureLodOffset(sampler2DArray sampler, vec3 P, float lod, ivec2 offset);\n // Do an offset texture lookup with explicit LOD. See `textureLod` and `textureOffset`.\n ivec4 textureLodOffset(isampler2DArray sampler, vec3 P, float lod, ivec2 offset);\n // Do an offset texture lookup with explicit LOD. See `textureLod` and `textureOffset`.\n uvec4 textureLodOffset(usampler2DArray sampler, vec3 P, float lod, ivec2 offset);\n\n // Do a projective texture lookup with explicit LOD. See `textureProj` and `textureLod`.\n vec4 textureProjLod(sampler2D sampler, vec3 P, float lod);\n // Do a projective texture lookup with explicit LOD. See `textureProj` and `textureLod`.\n ivec4 textureProjLod(isampler2D sampler, vec3 P, float lod);\n // Do a projective texture lookup with explicit LOD. See `textureProj` and `textureLod`.\n uvec4 textureProjLod(usampler2D sampler, vec3 P, float lod);\n // Do a projective texture lookup with explicit LOD. See `textureProj` and `textureLod`.\n vec4 textureProjLod(sampler2D sampler, vec4 P, float lod);\n // Do a projective texture lookup with explicit LOD. See `textureProj` and `textureLod`.\n ivec4 textureProjLod(isampler2D sampler, vec4 P, float lod);\n // Do a projective texture lookup with explicit LOD. See `textureProj` and `textureLod`.\n uvec4 textureProjLod(usampler2D sampler, vec4 P, float lod);\n // Do a projective texture lookup with explicit LOD. See `textureProj` and `textureLod`.\n vec4 textureProjLod(sampler3D sampler, vec4 P, float lod);\n // Do a projective texture lookup with explicit LOD. See `textureProj` and `textureLod`.\n ivec4 textureProjLod(isampler3D sampler, vec4 P, float lod);\n // Do a projective texture lookup with explicit LOD. See `textureProj` and `textureLod`.\n uvec4 textureProjLod(usampler3D sampler, vec4 P, float lod);\n // Do a projective texture lookup with explicit LOD. See `textureProj` and `textureLod`.\n float textureProjLod(sampler2DShadow sampler, vec4 P, float lod);\n\n // Do an offset projective texture lookup with explicit LOD. See `textureProj`, `textureLod`, and `textureOffset`.\n vec4 textureProjLodOffset(sampler2D sampler, vec3 P, float lod, ivec2 offset);\n // Do an offset projective texture lookup with explicit LOD. See `textureProj`, `textureLod`, and `textureOffset`.\n ivec4 textureProjLodOffset(isampler2D sampler, vec3 P, float lod, ivec2 offset);\n // Do an offset projective texture lookup with explicit LOD. See `textureProj`, `textureLod`, and `textureOffset`.\n uvec4 textureProjLodOffset(usampler2D sampler, vec3 P, float lod, ivec2 offset);\n // Do an offset projective texture lookup with explicit LOD. See `textureProj`, `textureLod`, and `textureOffset`.\n vec4 textureProjLodOffset(sampler2D sampler, vec4 P, float lod, ivec2 offset);\n // Do an offset projective texture lookup with explicit LOD. See `textureProj`, `textureLod`, and `textureOffset`.\n ivec4 textureProjLodOffset(isampler2D sampler, vec4 P, float lod, ivec2 offset);\n // Do an offset projective texture lookup with explicit LOD. See `textureProj`, `textureLod`, and `textureOffset`.\n uvec4 textureProjLodOffset(usampler2D sampler, vec4 P, float lod, ivec2 offset);\n // Do an offset projective texture lookup with explicit LOD. See `textureProj`, `textureLod`, and `textureOffset`.\n vec4 textureProjLodOffset(sampler3D sampler, vec4 P, float lod, ivec3 offset);\n // Do an offset projective texture lookup with explicit LOD. See `textureProj`, `textureLod`, and `textureOffset`.\n ivec4 textureProjLodOffset(isampler3D sampler, vec4 P, float lod, ivec3 offset);\n // Do an offset projective texture lookup with explicit LOD. See `textureProj`, `textureLod`, and `textureOffset`.\n uvec4 textureProjLodOffset(usampler3D sampler, vec4 P, float lod, ivec3 offset);\n // Do an offset projective texture lookup with explicit LOD. See `textureProj`, `textureLod`, and `textureOffset`.\n float textureProjLodOffset(sampler2DShadow sampler, vec4 P, float lod, ivec2 offset);\n\n // Do a texture lookup as in texture but with explicit gradients. The partial derivatives of `P` are with respect to window `x` and window `y`.\n vec4 textureGrad(sampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy);\n // Do a texture lookup as in texture but with explicit gradients. The partial derivatives of `P` are with respect to window `x` and window `y`.\n ivec4 textureGrad(isampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy);\n // Do a texture lookup as in texture but with explicit gradients. The partial derivatives of `P` are with respect to window `x` and window `y`.\n uvec4 textureGrad(usampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy);\n // Do a texture lookup as in texture but with explicit gradients. The partial derivatives of `P` are with respect to window `x` and window `y`.\n vec4 textureGrad(sampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy);\n // Do a texture lookup as in texture but with explicit gradients. The partial derivatives of `P` are with respect to window `x` and window `y`.\n ivec4 textureGrad(isampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy);\n // Do a texture lookup as in texture but with explicit gradients. The partial derivatives of `P` are with respect to window `x` and window `y`.\n uvec4 textureGrad(usampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy);\n // Do a texture lookup as in texture but with explicit gradients. The partial derivatives of `P` are with respect to window `x` and window `y`.\n vec4 textureGrad(samplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy);\n // Do a texture lookup as in texture but with explicit gradients. The partial derivatives of `P` are with respect to window `x` and window `y`.\n ivec4 textureGrad(isamplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy);\n // Do a texture lookup as in texture but with explicit gradients. The partial derivatives of `P` are with respect to window `x` and window `y`.\n uvec4 textureGrad(usamplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy);\n // Do a texture lookup as in texture but with explicit gradients. The partial derivatives of `P` are with respect to window `x` and window `y`.\n float textureGrad(sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy);\n // Do a texture lookup as in texture but with explicit gradients. The partial derivatives of `P` are with respect to window `x` and window `y`.\n float textureGrad(samplerCubeShadow sampler, vec4 P, vec3 dPdx, vec3 dPdy);\n // Do a texture lookup as in texture but with explicit gradients. The partial derivatives of `P` are with respect to window `x` and window `y`.\n vec4 textureGrad(sampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy);\n // Do a texture lookup as in texture but with explicit gradients. The partial derivatives of `P` are with respect to window `x` and window `y`.\n ivec4 textureGrad(isampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy);\n // Do a texture lookup as in texture but with explicit gradients. The partial derivatives of `P` are with respect to window `x` and window `y`.\n uvec4 textureGrad(usampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy);\n // Do a texture lookup as in texture but with explicit gradients. The partial derivatives of `P` are with respect to window `x` and window `y`.\n float textureGrad(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);\n\n // Do a texture lookup with both explicit gradient and offset, as described in `textureGrad` and `textureOffset`.\n vec4 textureGradOffset(sampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy, ivec2 offset);\n // Do a texture lookup with both explicit gradient and offset, as described in `textureGrad` and `textureOffset`.\n ivec4 textureGradOffset(isampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy, ivec2 offset);\n // Do a texture lookup with both explicit gradient and offset, as described in `textureGrad` and `textureOffset`.\n uvec4 textureGradOffset(usampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy, ivec2 offset);\n // Do a texture lookup with both explicit gradient and offset, as described in `textureGrad` and `textureOffset`.\n vec4 textureGradOffset(sampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy, ivec3 offset);\n // Do a texture lookup with both explicit gradient and offset, as described in `textureGrad` and `textureOffset`.\n ivec4 textureGradOffset(isampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy, ivec3 offset);\n // Do a texture lookup with both explicit gradient and offset, as described in `textureGrad` and `textureOffset`.\n uvec4 textureGradOffset(usampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy, ivec3 offset);\n // Do a texture lookup with both explicit gradient and offset, as described in `textureGrad` and `textureOffset`.\n float textureGradOffset(sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset);\n // Do a texture lookup with both explicit gradient and offset, as described in `textureGrad` and `textureOffset`.\n vec4 textureGradOffset(sampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset);\n // Do a texture lookup with both explicit gradient and offset, as described in `textureGrad` and `textureOffset`.\n ivec4 textureGradOffset(isampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset);\n // Do a texture lookup with both explicit gradient and offset, as described in `textureGrad` and `textureOffset`.\n uvec4 textureGradOffset(usampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset);\n // Do a texture lookup with both explicit gradient and offset, as described in `textureGrad` and `textureOffset`.\n float textureGradOffset(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset);\n\n // Do a texture lookup both projectively, as described in `textureProj`, and with explicit gradient as\n // described in `textureGrad`. The partial derivatives `dPdx` and `dPdy` are assumed to be already projected.\n vec4 textureProjGrad(sampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy);\n // Do a texture lookup both projectively, as described in `textureProj`, and with explicit gradient as\n // described in `textureGrad`. The partial derivatives `dPdx` and `dPdy` are assumed to be already projected.\n ivec4 textureProjGrad(isampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy);\n // Do a texture lookup both projectively, as described in `textureProj`, and with explicit gradient as\n // described in `textureGrad`. The partial derivatives `dPdx` and `dPdy` are assumed to be already projected.\n uvec4 textureProjGrad(usampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy);\n // Do a texture lookup both projectively, as described in `textureProj`, and with explicit gradient as\n // described in `textureGrad`. The partial derivatives `dPdx` and `dPdy` are assumed to be already projected.\n vec4 textureProjGrad(sampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy);\n // Do a texture lookup both projectively, as described in `textureProj`, and with explicit gradient as\n // described in `textureGrad`. The partial derivatives `dPdx` and `dPdy` are assumed to be already projected.\n ivec4 textureProjGrad(isampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy);\n // Do a texture lookup both projectively, as described in `textureProj`, and with explicit gradient as\n // described in `textureGrad`. The partial derivatives `dPdx` and `dPdy` are assumed to be already projected.\n uvec4 textureProjGrad(usampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy);\n // Do a texture lookup both projectively, as described in `textureProj`, and with explicit gradient as\n // described in `textureGrad`. The partial derivatives `dPdx` and `dPdy` are assumed to be already projected.\n vec4 textureProjGrad(sampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy);\n // Do a texture lookup both projectively, as described in `textureProj`, and with explicit gradient as\n // described in `textureGrad`. The partial derivatives `dPdx` and `dPdy` are assumed to be already projected.\n ivec4 textureProjGrad(isampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy);\n // Do a texture lookup both projectively, as described in `textureProj`, and with explicit gradient as\n // described in `textureGrad`. The partial derivatives `dPdx` and `dPdy` are assumed to be already projected.\n uvec4 textureProjGrad(usampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy);\n // Do a texture lookup both projectively, as described in `textureProj`, and with explicit gradient as\n // described in `textureGrad`. The partial derivatives `dPdx` and `dPdy` are assumed to be already projected.\n float textureProjGrad(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);\n\n // Do a texture lookup projectively and with explicit gradient as described in `textureProjGrad`, as well as with `offset`, as described in `textureOffset`.\n vec4 textureProjGradOffset(sampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset);\n // Do a texture lookup projectively and with explicit gradient as described in `textureProjGrad`, as well as with `offset`, as described in `textureOffset`.\n ivec4 textureProjGradOffset(isampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset);\n // Do a texture lookup projectively and with explicit gradient as described in `textureProjGrad`, as well as with `offset`, as described in `textureOffset`.\n uvec4 textureProjGradOffset(usampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset);\n // Do a texture lookup projectively and with explicit gradient as described in `textureProjGrad`, as well as with `offset`, as described in `textureOffset`.\n vec4 textureProjGradOffset(sampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset);\n // Do a texture lookup projectively and with explicit gradient as described in `textureProjGrad`, as well as with `offset`, as described in `textureOffset`.\n ivec4 textureProjGradOffset(isampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset);\n // Do a texture lookup projectively and with explicit gradient as described in `textureProjGrad`, as well as with `offset`, as described in `textureOffset`.\n uvec4 textureProjGradOffset(usampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset);\n // Do a texture lookup projectively and with explicit gradient as described in `textureProjGrad`, as well as with `offset`, as described in `textureOffset`.\n vec4 textureProjGradOffset(sampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy, ivec3 offset);\n // Do a texture lookup projectively and with explicit gradient as described in `textureProjGrad`, as well as with `offset`, as described in `textureOffset`.\n ivec4 textureProjGradOffset(isampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy, ivec3 offset);\n // Do a texture lookup projectively and with explicit gradient as described in `textureProjGrad`, as well as with `offset`, as described in `textureOffset`.\n uvec4 textureProjGradOffset(usampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy, ivec3 offset);\n // Do a texture lookup projectively and with explicit gradient as described in `textureProjGrad`, as well as with `offset`, as described in `textureOffset`.\n float textureProjGradOffset(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Fragment Processing Functions\n\n // Returns the derivative in x using local differencing for the input argument `p`.\n float dFdx(float p);\n // Returns the derivative in x using local differencing for the input argument `p`.\n vec2 dFdx(vec2 p);\n // Returns the derivative in x using local differencing for the input argument `p`.\n vec3 dFdx(vec3 p);\n // Returns the derivative in x using local differencing for the input argument `p`.\n vec4 dFdx(vec4 p);\n\n // Returns the derivative in y using local differencing for the input argument `p`.\n float dFdy(float p);\n // Returns the derivative in y using local differencing for the input argument `p`.\n vec2 dFdy(vec2 p);\n // Returns the derivative in y using local differencing for the input argument `p`.\n vec3 dFdy(vec3 p);\n // Returns the derivative in y using local differencing for the input argument `p`.\n vec4 dFdy(vec4 p);\n\n // Returns the sum of the absolute derivative in x and y using local differencing for the input argument `p`, i.e., `abs(dFdx(p)) + abs(dFdy(p))`.\n float fwidth(float p);\n // Returns the sum of the absolute derivative in x and y using local differencing for the input argument `p`, i.e., `abs(dFdx(p)) + abs(dFdy(p))`.\n vec2 fwidth(vec2 p);\n // Returns the sum of the absolute derivative in x and y using local differencing for the input argument `p`, i.e., `abs(dFdx(p)) + abs(dFdy(p))`.\n vec3 fwidth(vec3 p);\n // Returns the sum of the absolute derivative in x and y using local differencing for the input argument `p`, i.e., `abs(dFdx(p)) + abs(dFdy(p))`.\n vec4 fwidth(vec4 p);\n}\n");
5
+ for(var m=0,g=b.length;m<g;m=m+1|0){var f=b[m];f.c.b||lg(a,f,c)}}else e=new Li('<api>',"\nimport {\n // The variable `gl_Position` is available only in the vertex language and is intended for writing the\n // homogeneous vertex position. This value will be used by primitive assembly, clipping, culling, and other\n // fixed functionality operations that operate on primitives after vertex processing has occurred.\n //\n // All executions of a well-formed vertex shader should write a value into this variable. It can be\n // written at any time during shader execution. It may also be read back by the shader after being written.\n // Compilers may generate a diagnostic message if they detect `gl_Position` is not written, or read before\n // being written, but not all such cases are detectable. The value of `gl_Position` is undefined if a vertex\n // shader is executed and does not write `gl_Position`.\n highp vec4 gl_Position;\n\n // The variable `gl_PointSize` is available only in the vertex language and is intended for\n // a vertex shader to write the size of the point to be rasterized. It is measured in pixels.\n mediump float gl_PointSize;\n\n const int gl_MaxVertexAttribs;\n const int gl_MaxVertexUniformVectors;\n const int gl_MaxVaryingVectors;\n const int gl_MaxVertexTextureImageUnits;\n const int gl_MaxCombinedTextureImageUnits;\n const int gl_MaxTextureImageUnits;\n const int gl_MaxFragmentUniformVectors;\n const int gl_MaxDrawBuffers;\n\n // The fragment shader has access to the read-only built-in variable `gl_FrontFacing` whose value is `true` if\n // the fragment belongs to a front-facing primitive. One use of this is to emulate two-sided lighting by\n // selecting one of two colors calculated by the vertex shader.\n const bool gl_FrontFacing;\n\n // The fragment shader has access to the read-only built-in variable `gl_PointCoord`. The values in\n // `gl_PointCoord` are two-dimensional coordinates indicating where within a point primitive the current\n // fragment is located. They range from 0.0 to 1.0 across the point. If the current primitive is not a\n // point, then the values read from `gl_PointCoord` are undefined.\n const mediump vec2 gl_PointCoord;\n\n // The variable `gl_FragCoord` is available as a read-only variable from within fragment shaders and it holds\n // the window relative coordinates `x`, `y`, `z`, and `1/w` values for the fragment. This value is the result\n // of the fixed functionality that interpolates primitives after vertex processing to generate fragments. The `z`\n // component is the depth value that will be used for the fragment's depth.\n const mediump vec4 gl_FragCoord;\n\n // Writing to `gl_FragColor` specifies the fragment color that will be used by the subsequent fixed\n // functionality pipeline.\n //\n // If subsequent fixed functionality consumes fragment color and an execution of a fragment shader\n // does not write a value to `gl_FragColor` then the fragment color consumed is undefined.\n mediump vec4 gl_FragColor;\n\n // The variable `gl_FragData` is an array. Writing to `gl_FragData[n]` specifies the fragment data that will be\n // used by the subsequent fixed functionality pipeline for data `n`.\n //\n // If subsequent fixed functionality consumes fragment data and an execution of a fragment shader does not write\n // a value to it, then the fragment data consumed is undefined.\n mediump vec4 gl_FragData[gl_MaxDrawBuffers];\n\n // Depth range in window coordinates\n struct gl_DepthRangeParameters {\n float near;\n float far;\n // Equal to `far - near`\n float diff;\n };\n\n uniform gl_DepthRangeParameters gl_DepthRange;\n\n ////////////////////////////////////////////////////////////////////////////////\n // Angle and Trigonometry Functions\n\n // Converts `degrees` to radians, i.e. `π / 180 * degrees`\n float radians(float degrees);\n // Converts `degrees` to radians, i.e. `π / 180 * degrees`\n vec2 radians(vec2 degrees);\n // Converts `degrees` to radians, i.e. `π / 180 * degrees`\n vec3 radians(vec3 degrees);\n // Converts `degrees` to radians, i.e. `π / 180 * degrees`\n vec4 radians(vec4 degrees);\n\n // Converts `radians` to degrees, i.e. `180 / π * radians`\n float degrees(float radians);\n // Converts `radians` to degrees, i.e. `180 / π * radians`\n vec2 degrees(vec2 radians);\n // Converts `radians` to degrees, i.e. `180 / π * radians`\n vec3 degrees(vec3 radians);\n // Converts `radians` to degrees, i.e. `180 / π * radians`\n vec4 degrees(vec4 radians);\n\n // The standard trigonometric sine function.\n float sin(float angle);\n // The standard trigonometric sine function.\n vec2 sin(vec2 angle);\n // The standard trigonometric sine function.\n vec3 sin(vec3 angle);\n // The standard trigonometric sine function.\n vec4 sin(vec4 angle);\n\n // The standard trigonometric cosine function.\n float cos(float angle);\n // The standard trigonometric cosine function.\n vec2 cos(vec2 angle);\n // The standard trigonometric cosine function.\n vec3 cos(vec3 angle);\n // The standard trigonometric cosine function.\n vec4 cos(vec4 angle);\n\n // The standard trigonometric tangent.\n float tan(float angle);\n // The standard trigonometric tangent.\n vec2 tan(vec2 angle);\n // The standard trigonometric tangent.\n vec3 tan(vec3 angle);\n // The standard trigonometric tangent.\n vec4 tan(vec4 angle);\n\n // Arc sine. Returns an angle whose sine is `x`. The range of values returned by this function is `[-π/2, π/2]`. Results are undefined if `∣x∣>1`.\n float asin(float x);\n // Arc sine. Returns an angle whose sine is `x`. The range of values returned by this function is `[-π/2, π/2]`. Results are undefined if `∣x∣>1`.\n vec2 asin(vec2 x);\n // Arc sine. Returns an angle whose sine is `x`. The range of values returned by this function is `[-π/2, π/2]`. Results are undefined if `∣x∣>1`.\n vec3 asin(vec3 x);\n // Arc sine. Returns an angle whose sine is `x`. The range of values returned by this function is `[-π/2, π/2]`. Results are undefined if `∣x∣>1`.\n vec4 asin(vec4 x);\n\n // Arc cosine. Returns an angle whose cosine is `x`. The range of values returned by this function is `[0, π]`. Results are undefined if `∣x∣>1`.\n float acos(float x);\n // Arc cosine. Returns an angle whose cosine is `x`. The range of values returned by this function is `[0, π]`. Results are undefined if `∣x∣>1`.\n vec2 acos(vec2 x);\n // Arc cosine. Returns an angle whose cosine is `x`. The range of values returned by this function is `[0, π]`. Results are undefined if `∣x∣>1`.\n vec3 acos(vec3 x);\n // Arc cosine. Returns an angle whose cosine is `x`. The range of values returned by this function is `[0, π]`. Results are undefined if `∣x∣>1`.\n vec4 acos(vec4 x);\n\n // Arc tangent. Returns an angle whose tangent is `y/x`. The signs of `x` and `y` are used to determine what quadrant the\n // angle is in. The range of values returned by this function is `[−π,π]`. Results are undefined if `x` and `y` are both 0.\n float atan(float y, float x);\n // Arc tangent. Returns an angle whose tangent is `y/x`. The signs of `x` and `y` are used to determine what quadrant the\n // angle is in. The range of values returned by this function is `[−π,π]`. Results are undefined if `x` and `y` are both 0.\n vec2 atan(vec2 y, vec2 x);\n // Arc tangent. Returns an angle whose tangent is `y/x`. The signs of `x` and `y` are used to determine what quadrant the\n // angle is in. The range of values returned by this function is `[−π,π]`. Results are undefined if `x` and `y` are both 0.\n vec3 atan(vec3 y, vec3 x);\n // Arc tangent. Returns an angle whose tangent is `y/x`. The signs of `x` and `y` are used to determine what quadrant the\n // angle is in. The range of values returned by this function is `[−π,π]`. Results are undefined if `x` and `y` are both 0.\n vec4 atan(vec4 y, vec4 x);\n\n // Arc tangent. Returns an angle whose tangent is `y_over_x`. The range of values returned by this function is `[-π/2, π/2]`.\n float atan(float y_over_x);\n // Arc tangent. Returns an angle whose tangent is `y_over_x`. The range of values returned by this function is `[-π/2, π/2]`.\n vec2 atan(vec2 y_over_x);\n // Arc tangent. Returns an angle whose tangent is `y_over_x`. The range of values returned by this function is `[-π/2, π/2]`.\n vec3 atan(vec3 y_over_x);\n // Arc tangent. Returns an angle whose tangent is `y_over_x`. The range of values returned by this function is `[-π/2, π/2]`.\n vec4 atan(vec4 y_over_x);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Exponential Functions\n\n // Returns `x` raised to the `y` power, i.e., `xʸ`. Results are undefined if `x < 0`. Results are undefined if `x = 0` and `y <= 0`.\n float pow(float x, float y);\n // Returns `x` raised to the `y` power, i.e., `xʸ`. Results are undefined if `x < 0`. Results are undefined if `x = 0` and `y <= 0`.\n vec2 pow(vec2 x, vec2 y);\n // Returns `x` raised to the `y` power, i.e., `xʸ`. Results are undefined if `x < 0`. Results are undefined if `x = 0` and `y <= 0`.\n vec3 pow(vec3 x, vec3 y);\n // Returns `x` raised to the `y` power, i.e., `xʸ`. Results are undefined if `x < 0`. Results are undefined if `x = 0` and `y <= 0`.\n vec4 pow(vec4 x, vec4 y);\n\n // Returns the natural exponentiation of `x`, i.e., `eˣ`\n float exp(float x);\n // Returns the natural exponentiation of `x`, i.e., `eˣ`\n vec2 exp(vec2 x);\n // Returns the natural exponentiation of `x`, i.e., `eˣ`\n vec3 exp(vec3 x);\n // Returns the natural exponentiation of `x`, i.e., `eˣ`\n vec4 exp(vec4 x);\n\n // Returns the natural logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = eʸ`. Results are undefined if `x <= 0`.\n float log(float x);\n // Returns the natural logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = eʸ`. Results are undefined if `x <= 0`.\n vec2 log(vec2 x);\n // Returns the natural logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = eʸ`. Results are undefined if `x <= 0`.\n vec3 log(vec3 x);\n // Returns the natural logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = eʸ`. Results are undefined if `x <= 0`.\n vec4 log(vec4 x);\n\n // Returns 2 raised to the `x` power, i.e., `2ˣ`.\n float exp2(float x);\n // Returns 2 raised to the `x` power, i.e., `2ˣ`.\n vec2 exp2(vec2 x);\n // Returns 2 raised to the `x` power, i.e., `2ˣ`.\n vec3 exp2(vec3 x);\n // Returns 2 raised to the `x` power, i.e., `2ˣ`.\n vec4 exp2(vec4 x);\n\n // Returns the base 2 logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = 2ʸ`. Results are undefined if `x <= 0`.\n float log2(float x);\n // Returns the base 2 logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = 2ʸ`. Results are undefined if `x <= 0`.\n vec2 log2(vec2 x);\n // Returns the base 2 logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = 2ʸ`. Results are undefined if `x <= 0`.\n vec3 log2(vec3 x);\n // Returns the base 2 logarithm of `x`, i.e., returns the value `y` which satisfies the equation `x = 2ʸ`. Results are undefined if `x <= 0`.\n vec4 log2(vec4 x);\n\n // Returns `√x`. Results are undefined if `x < 0`.\n float sqrt(float x);\n // Returns `√x`. Results are undefined if `x < 0`.\n vec2 sqrt(vec2 x);\n // Returns `√x`. Results are undefined if `x < 0`.\n vec3 sqrt(vec3 x);\n // Returns `√x`. Results are undefined if `x < 0`.\n vec4 sqrt(vec4 x);\n\n // Returns `1 / √x`. Results are undefined if `x <= 0`.\n float inversesqrt(float x);\n // Returns `1 / √x`. Results are undefined if `x <= 0`.\n vec2 inversesqrt(vec2 x);\n // Returns `1 / √x`. Results are undefined if `x <= 0`.\n vec3 inversesqrt(vec3 x);\n // Returns `1 / √x`. Results are undefined if `x <= 0`.\n vec4 inversesqrt(vec4 x);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Common Functions\n\n // Returns `x` if `x >= 0`, otherwise it returns `-x`.\n float abs(float x);\n // Returns `x` if `x >= 0`, otherwise it returns `-x`.\n vec2 abs(vec2 x);\n // Returns `x` if `x >= 0`, otherwise it returns `-x`.\n vec3 abs(vec3 x);\n // Returns `x` if `x >= 0`, otherwise it returns `-x`.\n vec4 abs(vec4 x);\n\n // Returns `1.0` if `x > 0`, `0.0` if `x = 0`, or `-1.0` if `x < 0`\n float sign(float x);\n // Returns `1.0` if `x > 0`, `0.0` if `x = 0`, or `-1.0` if `x < 0`\n vec2 sign(vec2 x);\n // Returns `1.0` if `x > 0`, `0.0` if `x = 0`, or `-1.0` if `x < 0`\n vec3 sign(vec3 x);\n // Returns `1.0` if `x > 0`, `0.0` if `x = 0`, or `-1.0` if `x < 0`\n vec4 sign(vec4 x);\n\n // Returns a value equal to the nearest integer that is less than or equal to `x`\n float floor(float x);\n // Returns a value equal to the nearest integer that is less than or equal to `x`\n vec2 floor(vec2 x);\n // Returns a value equal to the nearest integer that is less than or equal to `x`\n vec3 floor(vec3 x);\n // Returns a value equal to the nearest integer that is less than or equal to `x`\n vec4 floor(vec4 x);\n\n // Returns a value equal to the nearest integer that is greater than or equal to `x`\n float ceil(float x);\n // Returns a value equal to the nearest integer that is greater than or equal to `x`\n vec2 ceil(vec2 x);\n // Returns a value equal to the nearest integer that is greater than or equal to `x`\n vec3 ceil(vec3 x);\n // Returns a value equal to the nearest integer that is greater than or equal to `x`\n vec4 ceil(vec4 x);\n\n // Returns `x - floor(x)`\n float fract(float x);\n // Returns `x - floor(x)`\n vec2 fract(vec2 x);\n // Returns `x - floor(x)`\n vec3 fract(vec3 x);\n // Returns `x - floor(x)`\n vec4 fract(vec4 x);\n\n // Modulus (modulo). Returns `x - y * floor(x/y)`\n float mod(float x, float y);\n // Modulus (modulo). Returns `x - y * floor(x/y)`\n vec2 mod(vec2 x, float y);\n // Modulus (modulo). Returns `x - y * floor(x/y)`\n vec3 mod(vec3 x, float y);\n // Modulus (modulo). Returns `x - y * floor(x/y)`\n vec4 mod(vec4 x, float y);\n\n // Modulus. Returns `x - y * floor(x/y)`\n vec2 mod(vec2 x, vec2 y);\n // Modulus. Returns `x - y * floor(x/y)`\n vec3 mod(vec3 x, vec3 y);\n // Modulus. Returns `x - y * floor(x/y)`\n vec4 mod(vec4 x, vec4 y);\n\n // Returns `y` if `y < x`, otherwise it returns `x`\n float min(float x, float y);\n // Returns `y` if `y < x`, otherwise it returns `x`\n vec2 min(vec2 x, float y);\n // Returns `y` if `y < x`, otherwise it returns `x`\n vec2 min(vec2 x, vec2 y);\n // Returns `y` if `y < x`, otherwise it returns `x`\n vec3 min(vec3 x, float y);\n // Returns `y` if `y < x`, otherwise it returns `x`\n vec3 min(vec3 x, vec3 y);\n // Returns `y` if `y < x`, otherwise it returns `x`\n vec4 min(vec4 x, float y);\n // Returns `y` if `y < x`, otherwise it returns `x`\n vec4 min(vec4 x, vec4 y);\n\n // Returns `y` if `x < y`, otherwise it returns `x`\n float max(float x, float y);\n // Returns `y` if `x < y`, otherwise it returns `x`\n vec2 max(vec2 x, float y);\n // Returns `y` if `x < y`, otherwise it returns `x`\n vec2 max(vec2 x, vec2 y);\n // Returns `y` if `x < y`, otherwise it returns `x`\n vec3 max(vec3 x, float y);\n // Returns `y` if `x < y`, otherwise it returns `x`\n vec3 max(vec3 x, vec3 y);\n // Returns `y` if `x < y`, otherwise it returns `x`\n vec4 max(vec4 x, float y);\n // Returns `y` if `x < y`, otherwise it returns `x`\n vec4 max(vec4 x, vec4 y);\n\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n float clamp(float x, float minVal, float maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec2 clamp(vec2 x, float minVal, float maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec2 clamp(vec2 x, vec2 minVal, vec2 maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec3 clamp(vec3 x, float minVal, float maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec3 clamp(vec3 x, vec3 minVal, vec3 maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec4 clamp(vec4 x, float minVal, float maxVal);\n // Returns `min(max(x, minVal), maxVal)`. Results are undefined if `minVal > maxVal`.\n vec4 clamp(vec4 x, vec4 minVal, vec4 maxVal);\n\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n float mix(float x, float y, float a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec2 mix(vec2 x, vec2 y, float a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec2 mix(vec2 x, vec2 y, vec2 a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec3 mix(vec3 x, vec3 y, float a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec3 mix(vec3 x, vec3 y, vec3 a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec4 mix(vec4 x, vec4 y, float a);\n // Returns the linear blend of `x` and `y`, i.e. `x * (1-a) + y * a`\n vec4 mix(vec4 x, vec4 y, vec4 a);\n\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n float step(float edge, float x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec2 step(float edge, vec2 x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec2 step(vec2 edge, vec2 x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec3 step(float edge, vec3 x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec3 step(vec3 edge, vec3 x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec4 step(float edge, vec4 x);\n // Returns `0.0` if `x < edge`, otherwise it returns `1.0`\n vec4 step(vec4 edge, vec4 x);\n\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n float smoothstep(float edge0, float edge1, float x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec2 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec2 smoothstep(float edge0, float edge1, vec2 x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec2 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec2 smoothstep(vec2 edge0, vec2 edge1, vec2 x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec3 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec3 smoothstep(float edge0, float edge1, vec3 x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec3 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec3 smoothstep(vec3 edge0, vec3 edge1, vec3 x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec4 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec4 smoothstep(float edge0, float edge1, vec4 x);\n // Returns `0.0` if `x <= edge0` and `1.0` if `x >= edge1` and performs smooth Hermite interpolation between 0 and 1 when `edge0 < x < edge1`.\n // This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:\n //\n // ```glslx\n // vec4 t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n // return t * t * (3.0 - 2.0 * t);\n // ```\n //\n // Results are undefined if `edge0 >= edge1`.\n vec4 smoothstep(vec4 edge0, vec4 edge1, vec4 x);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Geometric Functions\n\n // Returns the length of vector `x`, i.e. `√x²`\n float length(float x);\n // Returns the length of vector `x`, i.e. `√x[0]² + x[1]²`\n float length(vec2 x);\n // Returns the length of vector `x`, i.e. `√x[0]² + x[1]² + x[2]²`\n float length(vec3 x);\n // Returns the length of vector `x`, i.e. `√x[0]² + x[1]² + x[2]² + x[3]²`\n float length(vec4 x);\n\n // Returns the distance between `p0` and `p1`, i.e. `length(p0 - p1)`\n float distance(float p0, float p1);\n // Returns the distance between `p0` and `p1`, i.e. `length(p0 - p1)`\n float distance(vec2 p0, vec2 p1);\n // Returns the distance between `p0` and `p1`, i.e. `length(p0 - p1)`\n float distance(vec3 p0, vec3 p1);\n // Returns the distance between `p0` and `p1`, i.e. `length(p0 - p1)`\n float distance(vec4 p0, vec4 p1);\n\n // Returns the dot product of `x` and `y`, i.e. `x*y`\n float dot(float x, float y);\n // Returns the dot product of `x` and `y`, i.e. `x[0]*y[0] + x[1]*y[1]`\n float dot(vec2 x, vec2 y);\n // Returns the dot product of `x` and `y`, i.e. `x[0]*y[0] + x[1]*y[1] + x[2]*y[2]`\n float dot(vec3 x, vec3 y);\n // Returns the dot product of `x` and `y`, i.e. `x[0]*y[0] + x[1]*y[1] + x[2]*y[2] + x[3]*y[3]`\n float dot(vec4 x, vec4 y);\n\n // Returns the cross product of `x` and `y`, i.e.\n //\n // ```glslx\n // vec3(\n // x[1]*y[2] - y[1]*x[2],\n // x[2]*y[0] - y[2]*x[0],\n // x[0]*y[1] - y[0]*x[1])\n // ```\n vec3 cross(vec3 x, vec3 y);\n\n // Returns a vector in the same direction as `x` but with a length of 1.\n float normalize(float x);\n // Returns a vector in the same direction as `x` but with a length of 1.\n vec2 normalize(vec2 x);\n // Returns a vector in the same direction as `x` but with a length of 1.\n vec3 normalize(vec3 x);\n // Returns a vector in the same direction as `x` but with a length of 1.\n vec4 normalize(vec4 x);\n\n // If `dot(Nref, I) < 0` return `N`, otherwise return `-N`\n float faceforward(float N, float I, float Nref);\n // If `dot(Nref, I) < 0` return `N`, otherwise return `-N`\n vec2 faceforward(vec2 N, vec2 I, vec2 Nref);\n // If `dot(Nref, I) < 0` return `N`, otherwise return `-N`\n vec3 faceforward(vec3 N, vec3 I, vec3 Nref);\n // If `dot(Nref, I) < 0` return `N`, otherwise return `-N`\n vec4 faceforward(vec4 N, vec4 I, vec4 Nref);\n\n // For the incident vector `I` and surface orientation `N`, returns the reflection direction: `I - 2 * dot(N, I) * N`.\n // `N` must already be normalized in order to achieve the desired result.\n float reflect(float I, float N);\n // For the incident vector `I` and surface orientation `N`, returns the reflection direction: `I - 2 * dot(N, I) * N`.\n // `N` must already be normalized in order to achieve the desired result.\n vec2 reflect(vec2 I, vec2 N);\n // For the incident vector `I` and surface orientation `N`, returns the reflection direction: `I - 2 * dot(N, I) * N`.\n // `N` must already be normalized in order to achieve the desired result.\n vec3 reflect(vec3 I, vec3 N);\n // For the incident vector `I` and surface orientation `N`, returns the reflection direction: `I - 2 * dot(N, I) * N`.\n // `N` must already be normalized in order to achieve the desired result.\n vec4 reflect(vec4 I, vec4 N);\n\n // For the incident vector `I` and surface normal `N`, and the ratio of indices of refraction `eta`, return the refraction vector.\n // The result is computed by:\n //\n // ```glslx\n // float k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I));\n // if (k < 0.0) return float(0.0);\n // else return eta * I - (eta * dot(N, I) + sqrt(k)) * N;\n // ```\n //\n // The input parameters for the incident vector `I` and the surface normal `N`.\n float refract(float I, float N, float eta);\n // For the incident vector `I` and surface normal `N`, and the ratio of indices of refraction `eta`, return the refraction vector.\n // The result is computed by:\n //\n // ```glslx\n // float k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I));\n // if (k < 0.0) return vec2(0.0);\n // else return eta * I - (eta * dot(N, I) + sqrt(k)) * N;\n // ```\n //\n // The input parameters for the incident vector `I` and the surface normal `N`.\n vec2 refract(vec2 I, vec2 N, float eta);\n // For the incident vector `I` and surface normal `N`, and the ratio of indices of refraction `eta`, return the refraction vector.\n // The result is computed by:\n //\n // ```glslx\n // float k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I));\n // if (k < 0.0) return vec3(0.0);\n // else return eta * I - (eta * dot(N, I) + sqrt(k)) * N;\n // ```\n //\n // The input parameters for the incident vector `I` and the surface normal `N`.\n vec3 refract(vec3 I, vec3 N, float eta);\n // For the incident vector `I` and surface normal `N`, and the ratio of indices of refraction `eta`, return the refraction vector.\n // The result is computed by:\n //\n // ```glslx\n // float k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I));\n // if (k < 0.0) return vec4(0.0);\n // else return eta * I - (eta * dot(N, I) + sqrt(k)) * N;\n // ```\n //\n // The input parameters for the incident vector `I` and the surface normal `N`.\n vec4 refract(vec4 I, vec4 N, float eta);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Matrix Functions\n\n // Multiply matrix `x` by matrix `y` component-wise, i.e., `result[i][j]` is the scalar product of `x[i][j]` and `y[i][j]`.\n // Note: to get linear algebraic matrix multiplication, use the multiply operator (`*`).\n mat2 matrixCompMult(mat2 x, mat2 y);\n // Multiply matrix `x` by matrix `y` component-wise, i.e., `result[i][j]` is the scalar product of `x[i][j]` and `y[i][j]`.\n // Note: to get linear algebraic matrix multiplication, use the multiply operator (`*`).\n mat3 matrixCompMult(mat3 x, mat3 y);\n // Multiply matrix `x` by matrix `y` component-wise, i.e., `result[i][j]` is the scalar product of `x[i][j]` and `y[i][j]`.\n // Note: to get linear algebraic matrix multiplication, use the multiply operator (`*`).\n mat4 matrixCompMult(mat4 x, mat4 y);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Vector Relational Functions\n\n // Returns the component-wise compare of `x < y`.\n bvec2 lessThan(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x < y`.\n bvec2 lessThan(vec2 x, vec2 y);\n // Returns the component-wise compare of `x < y`.\n bvec3 lessThan(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x < y`.\n bvec3 lessThan(vec3 x, vec3 y);\n // Returns the component-wise compare of `x < y`.\n bvec4 lessThan(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x < y`.\n bvec4 lessThan(vec4 x, vec4 y);\n\n // Returns the component-wise compare of `x <= y`.\n bvec2 lessThanEqual(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x <= y`.\n bvec2 lessThanEqual(vec2 x, vec2 y);\n // Returns the component-wise compare of `x <= y`.\n bvec3 lessThanEqual(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x <= y`.\n bvec3 lessThanEqual(vec3 x, vec3 y);\n // Returns the component-wise compare of `x <= y`.\n bvec4 lessThanEqual(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x <= y`.\n bvec4 lessThanEqual(vec4 x, vec4 y);\n\n // Returns the component-wise compare of `x > y`.\n bvec2 greaterThan(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x > y`.\n bvec2 greaterThan(vec2 x, vec2 y);\n // Returns the component-wise compare of `x > y`.\n bvec3 greaterThan(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x > y`.\n bvec3 greaterThan(vec3 x, vec3 y);\n // Returns the component-wise compare of `x > y`.\n bvec4 greaterThan(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x > y`.\n bvec4 greaterThan(vec4 x, vec4 y);\n\n // Returns the component-wise compare of `x >= y`.\n bvec2 greaterThanEqual(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x >= y`.\n bvec2 greaterThanEqual(vec2 x, vec2 y);\n // Returns the component-wise compare of `x >= y`.\n bvec3 greaterThanEqual(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x >= y`.\n bvec3 greaterThanEqual(vec3 x, vec3 y);\n // Returns the component-wise compare of `x >= y`.\n bvec4 greaterThanEqual(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x >= y`.\n bvec4 greaterThanEqual(vec4 x, vec4 y);\n\n // Returns the component-wise compare of `x == y`.\n bvec2 equal(bvec2 x, bvec2 y);\n // Returns the component-wise compare of `x == y`.\n bvec2 equal(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x == y`.\n bvec2 equal(vec2 x, vec2 y);\n // Returns the component-wise compare of `x == y`.\n bvec3 equal(bvec3 x, bvec3 y);\n // Returns the component-wise compare of `x == y`.\n bvec3 equal(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x == y`.\n bvec3 equal(vec3 x, vec3 y);\n // Returns the component-wise compare of `x == y`.\n bvec4 equal(bvec4 x, bvec4 y);\n // Returns the component-wise compare of `x == y`.\n bvec4 equal(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x == y`.\n bvec4 equal(vec4 x, vec4 y);\n\n // Returns the component-wise compare of `x != y`.\n bvec2 notEqual(bvec2 x, bvec2 y);\n // Returns the component-wise compare of `x != y`.\n bvec2 notEqual(ivec2 x, ivec2 y);\n // Returns the component-wise compare of `x != y`.\n bvec2 notEqual(vec2 x, vec2 y);\n // Returns the component-wise compare of `x != y`.\n bvec3 notEqual(bvec3 x, bvec3 y);\n // Returns the component-wise compare of `x != y`.\n bvec3 notEqual(ivec3 x, ivec3 y);\n // Returns the component-wise compare of `x != y`.\n bvec3 notEqual(vec3 x, vec3 y);\n // Returns the component-wise compare of `x != y`.\n bvec4 notEqual(bvec4 x, bvec4 y);\n // Returns the component-wise compare of `x != y`.\n bvec4 notEqual(ivec4 x, ivec4 y);\n // Returns the component-wise compare of `x != y`.\n bvec4 notEqual(vec4 x, vec4 y);\n\n // Returns true if any component of `x` is `true`.\n bool any(bvec2 x);\n // Returns true if any component of `x` is `true`.\n bool any(bvec3 x);\n // Returns true if any component of `x` is `true`.\n bool any(bvec4 x);\n\n // Returns true only if all components of `x` are `true`.\n bool all(bvec2 x);\n // Returns true only if all components of `x` are `true`.\n bool all(bvec3 x);\n // Returns true only if all components of `x` are `true`.\n bool all(bvec4 x);\n\n // Returns the component-wise logical complement of `x`.\n bvec2 not(bvec2 x);\n // Returns the component-wise logical complement of `x`.\n bvec3 not(bvec3 x);\n // Returns the component-wise logical complement of `x`.\n bvec4 not(bvec4 x);\n\n ////////////////////////////////////////////////////////////////////////////////\n // Texture Lookup Functions\n\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n vec4 texture2D(sampler2D sampler, vec2 coord);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n vec4 texture2D(sampler2D sampler, vec2 coord, float bias);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n // The texture coordinate `(coord.s, coord.t)` is divided by the last component of `coord`.\n vec4 texture2DProj(sampler2D sampler, vec3 coord);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n // The texture coordinate `(coord.s, coord.t)` is divided by the last component of `coord`.\n vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n // The texture coordinate `(coord.s, coord.t)` is divided by the last component of `coord`.\n vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n // The texture coordinate `(coord.s, coord.t)` is divided by the last component of `coord`. The third component of `coord` is ignored.\n vec4 texture2DProj(sampler2D sampler, vec4 coord);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n // The texture coordinate `(coord.s, coord.t)` is divided by the last component of `coord`. The third component of `coord` is ignored.\n vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias);\n // Use the texture coordinate `coord` to do a texture lookup in the 2D texture currently bound to `sampler`.\n // The texture coordinate `(coord.s, coord.t)` is divided by the last component of `coord`. The third component of `coord` is ignored.\n vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);\n\n // Use the texture coordinate `coord` to do a texture lookup in the cube map texture currently bound to `sampler`.\n // The direction of `coord` is used to select which face to do a 2-dimensional texture lookup in.\n vec4 textureCube(samplerCube sampler, vec3 coord);\n // Use the texture coordinate `coord` to do a texture lookup in the cube map texture currently bound to `sampler`.\n // The direction of `coord` is used to select which face to do a 2-dimensional texture lookup in.\n vec4 textureCube(samplerCube sampler, vec3 coord, float bias);\n // Use the texture coordinate `coord` to do a texture lookup in the cube map texture currently bound to `sampler`.\n // The direction of `coord` is used to select which face to do a 2-dimensional texture lookup in.\n vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod);\n\n #extension GL_OES_standard_derivatives {\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `x` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdx(dFdx(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n float dFdx(float v);\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `x` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdx(dFdx(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n vec2 dFdx(vec2 v);\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `x` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdx(dFdx(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n vec3 dFdx(vec3 v);\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `x` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdx(dFdx(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n vec4 dFdx(vec4 v);\n\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `y` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdy(dFdy(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n float dFdy(float v);\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `y` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdy(dFdy(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n vec2 dFdy(vec2 v);\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `y` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdy(dFdy(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n vec3 dFdy(vec3 v);\n // Available only in the fragment shader, this function returns the partial derivative of expression `p` with respect to the window `y` coordinate.\n //\n // Expressions that imply higher order derivatives such as `dFdy(dFdy(n))` have undefined results, as do mixed-order derivatives such as\n // `dFdx(dFdy(n))`. It is assumed that the expression `p` is continuous and therefore, expressions evaluated via non-uniform control flow may be undefined.\n vec4 dFdy(vec4 v);\n\n // Returns the sum of the absolute derivative in `x` and `y` using local differencing for the input argument `p`, i.e. `abs(dFdx(p)) + abs(dFdy(p))`\n float fwidth(float v);\n // Returns the sum of the absolute derivative in `x` and `y` using local differencing for the input argument `p`, i.e. `abs(dFdx(p)) + abs(dFdy(p))`\n vec2 fwidth(vec2 v);\n // Returns the sum of the absolute derivative in `x` and `y` using local differencing for the input argument `p`, i.e. `abs(dFdx(p)) + abs(dFdy(p))`\n vec3 fwidth(vec3 v);\n // Returns the sum of the absolute derivative in `x` and `y` using local differencing for the input argument `p`, i.e. `abs(dFdx(p)) + abs(dFdy(p))`\n vec4 fwidth(vec4 v);\n }\n\n #extension GL_EXT_frag_depth {\n // Available only in the fragment language, `gl_FragDepthEXT` is an output variable that is used to establish the depth value for the current fragment.\n // If depth buffering is enabled and no shader writes to `gl_FragDepthEXT`, then the fixed function value for depth will be used (this value is contained\n // in the `z` component of `gl_FragCoord`) otherwise, the value written to `gl_FragDepthEXT` is used.\n //\n // If a shader statically assigns to `gl_FragDepthEXT`, then the value of the fragment's depth may be undefined for executions of the shader that take\n // that path. That is, if the set of linked fragment shaders statically contain a write to `gl_FragDepthEXT`, then it is responsible for always writing it.\n float gl_FragDepthEXT;\n }\n\n #extension GL_EXT_shader_texture_lod {\n vec4 texture2DGradEXT(sampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy);\n vec4 texture2DLodEXT(sampler2D sampler, vec2 coord, float lod);\n vec4 texture2DProjGradEXT(sampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy);\n vec4 texture2DProjGradEXT(sampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy);\n vec4 texture2DProjLodEXT(sampler2D sampler, vec3 coord, float lod);\n vec4 texture2DProjLodEXT(sampler2D sampler, vec4 coord, float lod);\n vec4 textureCubeGradEXT(samplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy);\n vec4 textureCubeLodEXT(samplerCube sampler, vec3 coord, float lod);\n }\n}\n");
6
+ return qc(a,e,0),b.unshift(e),c?1:0}function Af(a,b,c){if(a.d)return null;for(var k=0,q=b.length;k<q;k=k+1|0){var d=b[k];qc(a,d,0)}for(var e=ae(a,b),f=new xi(0),h=new Ji(1,null),l=new hi(c.e),m=new Hi(a,l,e),g=[],u=0,w=b.length;u<w;u=u+1|0){var i=b[u],n=Hd(a,i.c,f,l,h,m);zf(g,n.a)}return Md(m,f),new ki(f,g)}function be(a,b,c){if(a.d)return null;for(var T=0,ca=b.length;T<ca;T=T+1|0){var d=b[T];qc(a,d,0)}for(var e=ae(a,b),f=new xi(0),h=new Ji(1,null),l=new hi(c.e),m=new Hi(a,l,e),U=0,$=b.length;U<$;U=U+1|0){var g=b[U];Hd(a,g.c,f,l,h,m)}if(Md(m,f),a.d)return null;for(var i=[],n=[],ia=0,ma=Bf(h),oa=ma.length;ia<oa;ia=ia+1|0){for(var k=ma[ia],q=new xi(0),u=new Ji(1,null),w=new hi(c.e),B=new wi,o=new Hi(B,w,e),da=0,ea=b.length;da<ea;da=da+1|0){var N=b[da];Hd(B,N.c,q,w,u,o)}Md(o,q),Cf(u,k),ch(q,w,c),n.push(q),i.push(new ii(k.c,'',gh(k.e))),e^1||Df(q,k)}for(var F=Rg(new Fi(c.c),n),O=0,ta=i.length;O<ta;O=O+1|0)i[O].b=new mi(n[O],c).a;return new ji(i,F)}function Bf(a){for(var b=[],d=0,e=Array.from(a.c.values()),f=e.length;d<f;d=d+1|0){
7
+ var c=e[d];c instanceof pc&&c.e&49152&&b.push(c)}return b}function Cf(a,b){for(var e=0,f=Array.from(a.c.values()),h=f.length;e<h;e=e+1|0){var c=f[e];if(c.a^b.a)c.e&=-49153;else{c.c='main';var d=c.w;d&&(d.c=c.c)}}}function Df(a,b){var c=(b.e&16384)!=0,d=(b.e&32768)!=0;if(c!=d)for(var e=a.g;e;e=e.k)if(e.b==17){var f=e.h|0;f&64&&ba(e,f&-65|(d?32:1024))}}function Ef(c,a){var b=a.m;c.b.push(c.b.length==0||kd(c.b)),b&&Ae(b.b)&&c.a.push(!1)}function Ff(d,a){var b=a.m,c=d.b.pop();c&&(a.q=!0),b&&Ae(b.b)&&!d.a.pop()&&(b.b==19&&Xa(b.g)||b.b==7&&Xa(b.i)||b.b==10&&(!Ka(b)||Xa(Ka(b))))&&ob(d.b,!1)}function ce(e,a){if(kd(e.b))switch(a.b){case 4:e.a.length&&ob(e.a,!0),ob(e.b,!1);break;case 15:case 6:case 5:ob(e.b,!1);break;case 12:var b=a.g,c=a.g.k,d=a.g.k.k;Xa(b)?c.q||ob(e.b,!1):Jb(b)&&d?d.q||ob(e.b,!1):c&&d&&!c.q&&!d.q&&ob(e.b,!1);break}}function Gf(a,b){return de(a)||de(b)||a.b!=b.b&&(a.b==18||a.b==14||b.b==14||a.b==9||b.b==9)}function de(a){return a.b==11&&a.e.q!=null}function ee(a,b){var c=a.toString(),d=a.toExponential();
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+ d.length<c.length&&(c=d);var e=c.indexOf('e'),f='';return ~e&&(f=c.slice(e),c=c.slice(0,e)),c=(+(+c).toFixed(6)).toString(),f==''&&c.indexOf('.')==-1&&(c+=b^1?'.0':'.'),b==1&&c.startsWith('0.')&&c!='0.'&&(c=c.slice(1)),b==1&&c.startsWith('-0.')&&c!='-0.'&&(c='-'+c.slice(2)),c+f}function Hf(b,a){switch(a.b){case 11:case 16:return (a.e.e&65536)!=0;case 17:return ((a.h|0)&65536)!=0}return!1}function md(a){a.f||(a.b+=a.c)}function nd(a){a.f||(a.b=a.b.slice(a.c.length))}function cb(i,a){switch(a.b){case 3:if(!a.g&&a.m)i.a+=';';else{i.a+='{'+i.d,md(i);for(var b=a.g;b;b=b.k)i.a+=i.b,cb(i,b),i.a+=i.d;nd(i),i.a+=i.b+'}'}break;case 4:i.a+='break;';break;case 5:i.a+='continue;';break;case 6:i.a+='discard;';break;case 7:i.a+='do',fc(i,a.g,0),i.a+=i.d+i.b+'while'+i.e+'(',P(i,a.i,0),i.a+=');';break;case 8:P(i,a.g,0),i.a+=';';break;case 9:fe(i),i.a+='#extension '+a.l+i.e+':'+i.e;switch(a.h|0){case 1:i.a+='disable';break;case 2:i.a+='enable';break;case 3:i.a+='require';break;case 4:i.a+='warn';break}ge(i);break;case 10:i.a+='for'+i.e+'(',
9
+ sb(a)?sb(a).b^17?(P(i,sb(a),0),i.a+=';'):cb(i,sb(a)):i.a+=';',Ka(a)&&(i.a+=i.e,P(i,Ka(a),0)),i.a+=';',Pc(a)&&(i.a+=i.e,P(i,Pc(a),0)),i.a+=')',fc(i,a.i,1);break;case 11:var c=a.e;i.a+=gb(c.e,i.e),P(i,c.k,0),i.a+=' ',i.a+=c.c,i.a+='(';for(var n=0,k=c.n,q=k.length;n<q;n=n+1|0){var d=k[n];d!=c.n[0]&&(i.a+=','+i.e),i.a+=gb(d.e,i.e),P(i,d.o,0),i.a+=' ',od(i,d)}i.a+=')',c.q?(i.a+=i.e,cb(i,c.q)):i.a+=';';break;case 12:i.a+='if'+i.e+'(',P(i,a.g,0),i.a+=')',fc(i,a.g.k,1),a.g.k.k&&(i.a+=i.d+i.b+'else',a.g.k.k.b^12?fc(i,a.g.k.k,0):(i.a+=' ',cb(i,a.g.k.k)));break;case 14:i.a+='precision ',i.a+=gb(a.h|0,i.e),P(i,a.g,0),i.a+=';';break;case 15:var e=a.g;i.a+='return',e&&(sg(e.b)||(i.a+=' '),P(i,e,0)),i.a+=';';break;case 16:var f=a.e;i.a+=gb(f.e,i.e),i.a+='struct '+f.c+i.e+'{'+i.d,md(i);for(var h=a.g.g;h;h=h.k)i.a+=i.b,cb(i,h),i.a+=i.d;if(nd(i),i.a+=i.b+'}',a.g.k)for(var l=a.g.k.g.k;l;l=l.k)i.a+=l.n.n?','+i.e:i.e,od(i,l.e);i.a+=';';break;case 17:i.a+=gb(a.h|0,i.e),P(i,a.g,0);for(var m=a.g.k;m;m=m.k){var g=m.e;i.a+=m.n.n?','+i.e:' ',
10
+ od(i,g)}i.a+=';';break;case 18:fe(i),i.a+='#version '+a.l,ge(i);break;case 19:i.a+='while'+i.e+'(',P(i,a.g,0),i.a+=')',fc(i,a.i,1);break;default:i.a+=Gh[a.b];break}}function fe(a){a.a!=''&&!a.a.endsWith('\n')&&(a.a+='\n')}function ge(a){a.f&&(a.a+='\n')}function fc(c,a,b){a.b^3?(c.a+=c.f&&!b?' ':c.d,md(c),c.a+=c.b,cb(c,a),nd(c)):(c.a+=c.e,cb(c,a))}function he(c,a){for(var b=a;b;b=b.k)b!=a&&(c.a+=','+c.e),P(c,b,1)}function od(b,a){b.a+=a.c,a.F&&(b.a+='[',P(b,a.F,0),b.a+=']'),V(a)&&(b.a+=b.e+'='+b.e,P(b,V(a),1))}function P(c,a,b){switch(a.b){case 20:P(c,a.g,15),c.a+='(',he(c,a.g.k),c.a+=')';break;case 21:P(c,a.g,16),c.a+='.',c.a+=a.e?a.e.c:a.l;break;case 22:2<b&&(c.a+='('),P(c,a.g,3),c.a+=c.e+'?'+c.e,P(c,a.g.k,2),c.a+=c.e+':'+c.e,P(c,a.i,2),2<b&&(c.a+=')');break;case 23:c.a+=a.e.c;break;case 25:0<b&&(c.a+='('),he(c,a.g),0<b&&(c.a+=')');break;case 26:c.a+=gf(a.f).a.c;break;case 28:c.a+=(!!a.h).toString();break;case 29:c.a+=ee(a.h,c.f?1:0);break;case 30:c.a+=(a.h|0).toString();break;case 31:c.a+=(a.h|0)+'u';break;
11
+ case 48:P(c,a.g,16),c.a+='[',P(c,a.i,0),c.a+=']';break;case 32:Hb(c,'~',a,b);break;case 33:Hb(c,'-',a,b);break;case 34:Hb(c,'!',a,b);break;case 35:Hb(c,'+',a,b);break;case 36:Hb(c,'--',a,b);break;case 37:Hb(c,'++',a,b);break;case 38:ie(c,'--',a,b);break;case 39:ie(c,'++',a,b);break;case 40:J(c,'+',a,b,12);break;case 41:J(c,'&',a,b,12);break;case 42:J(c,'|',a,b,12);break;case 43:J(c,'^',a,b,12);break;case 44:J(c,'/',a,b,13);break;case 45:J(c,'==',a,b,10);break;case 46:J(c,'>',a,b,10);break;case 47:J(c,'>=',a,b,10);break;case 49:J(c,'<',a,b,10);break;case 50:J(c,'<=',a,b,10);break;case 51:J(c,'&&',a,b,5);break;case 52:J(c,'||',a,b,3);break;case 53:J(c,'^^',a,b,4);break;case 54:J(c,'*',a,b,13);break;case 55:J(c,'!=',a,b,10);break;case 56:J(c,'%',a,b,13);break;case 57:J(c,'<<',a,b,12);break;case 58:J(c,'>>',a,b,12);break;case 59:J(c,'-',a,b,12);break;case 60:J(c,'=',a,b,2);break;case 61:J(c,'+=',a,b,2);break;case 62:J(c,'&=',a,b,2);break;case 63:J(c,'|=',a,b,2);break;case 64:J(c,'^=',a,b,2);break;case 65:J(c,'/=',
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+ a,b,2);break;case 66:J(c,'*=',a,b,2);break;case 67:J(c,'%=',a,b,2);break;case 68:J(c,'<<=',a,b,2);break;case 69:J(c,'>>=',a,b,2);break;case 70:J(c,'-=',a,b,2);break;default:c.a+=Gh[a.b];break}}function Hb(f,a,b,c){var d=b.g,e=d.b;f.a+=a,(a.charCodeAt(0)==45&&(e==33||e==36||yg(d))||a.charCodeAt(0)==43&&(e==35||e==37))&&(f.a+=' '),P(f,d,14)}function ie(d,a,b,c){P(d,b.g,15),d.a+=a}function J(f,a,b,c,d){var e=Mc(b.b);d<c&&(f.a+='('),P(f,b.g,d+(e|0)|0),f.a+=f.e+a+f.e,P(f,b.i,d+(!e|0)|0),d<c&&(f.a+=')')}function L(a){if(a.f==I)return null;switch(a.b){case 30:case 29:case 28:return Va(a);case 23:return If(a);case 25:return Jf(a);case 22:return Kf(a);case 21:return Lf(a);case 48:return Mf(a);case 20:return Nf(a);case 33:return oe(a,function(b){return-b},function(c){return -c|0});case 34:return Uf(a,function(d){return!d});case 35:return oe(a,function(e){return+e},function(f){return+f});case 40:return qd(a,function(h,l){return h+l},function(m,g){return m+g|0});case 59:return qd(a,function(i,n){return i-n},function(k,q){
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+ return k-q|0});case 54:return Of(a);case 44:return qd(a,function(u,w){return w!=0?u/w:0},function(B,o){return o?B/o|0:0});case 45:case 55:return Rf(a);case 51:return pd(a,function(N,F){return N&&F});case 52:return pd(a,function(O,T){return O||T});case 53:return pd(a,function(ca,U){return ca!=U});case 46:return Gc(a,function($,da){return $>da});case 47:return Gc(a,function(ea,ia){return ea>=ia});case 49:return Gc(a,function(ma,oa){return ma<oa});case 50:return Gc(a,function(ta,ua){return ta<=ua})}return null}function If(a){var b=a.e;if(b&&b.e&4){if(b.h)return Va(b.h);if(b.B)return s(new xi(27),a.f)}return null}function Jf(a){for(var b=a.g;b;b=b.k){var c=L(b);if(!c||b==a.i)return c}return null}function Kf(a){var b=L(a.g),c=L(a.g.k),d=L(a.i);return b&&b.b==28&&c&&d?!b.h?d:c:null}function Lf(a){var b=L(a.g);if(b&&b.b==20){var c=b.f,d=a.l;if(Vc(c))for(var e=d.length,f=La(c),u=0,w=Rd(f),B=w.length;u<B;u=u+1|0){var h=w[u];if(~h.indexOf(d[0])){if(e==1)return r(jc(b,1+h.indexOf(d)|0));for(var l=Sd(R(c),e),m=Ca(l),g=0;g<e;g=g+1|0)p(m,
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+ Va(jc(b,1+h.indexOf(d[g])|0)));return m}}else if(c.a&&c.a instanceof oc)for(var i=c.a,n=i.i,k=0,o=n.length;k<o;k=k+1|0){var q=n[k];if(q.c==d)return r(jc(b,1+k|0))}}return null}function Mf(a){var b=L(a.g),c=L(a.i);if(b&&b.b==20&&c&&c.b==30){var d=b.f;if(Vc(d)){var e=W(d),f=c.h|0;if(-1<f&&f<e)return r(jc(b,f+1|0))}else if(xa(d)){var h=W(d),l=c.h|0;if(-1<l&&l<h){for(var m=wa(d),g=Ca(m),i=jc(b,di(l,h)),n=0;n<h;n=n+1|0)p(g,r(i.k));return g}}}return null}function Nf(a){var b=a.g;if(b.b^26)return null;for(var c=b.f,d=R(c),e=0,f=0,h=[],l=0,m=b.k;m;m=m.k){var g=L(m);if(!g)return null;if(g.b==20&&d&&R(g.g.f))for(var i=g.g.k;i;i=i.k){var n=je(d,i);if(!n)return null;h.push(n)}else{if(d&&(g=je(d,g),!g))return null;h.push(g)}xa(g.f)&&(e=W(g.f),f=W(wa(g.f))),l=l+1|0}return xa(c)&&e&&f&&l^1?null:R(c)?Pf(h,c,xa(c)?e:0,xa(c)?f:0):c.a&&c.a instanceof oc?Qf(h,c):null}function Ib(a){for(var b=[],c=a.g.k;c;c=c.k)b.push(c.h);return b}function Of(a){var ua,b=L(a.g),c=L(a.i),d=b&&b.f,e=c&&c.f;if(b&&c){if(d==jb&&e==$b||d==kb&&e==ac||d==lb&&e==bc){
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+ for(var f=W(d),h=Ca(d),l=Ib(b),m=Ib(c),g=0;g<f;g=g+1|0){for(var i=0,n=0;n<f;n=n+1|0)i+=l[n]*m[n+di(g,f)|0];p(h,s(qa(new xi(29),i),ga))}return h}if(d==$b&&e==jb||d==ac&&e==kb||d==bc&&e==lb){for(var k=W(d),q=Ca(e),u=Ib(b),w=Ib(c),B=0;B<k;B=B+1|0){for(var o=0,N=0;N<k;N=N+1|0)o+=u[B+di(N,k)|0]*w[N];p(q,s(qa(new xi(29),o),ga))}return q}if(xa(d)&&e==d){for(var F=W(d),O=Ca(d),T=Ib(b),ca=Ib(c),U=0;U<F;U=U+1|0)for(var $=0;$<F;$=$+1|0){for(var da=0,ea=0;ea<F;ea=ea+1|0)da+=T[$+di(ea,F)|0]*ca[ea+di(U,F)|0];p(O,s(qa(new xi(29),da),ga))}return O}return (ua=me(b,c,function(ia,ma){return ia*ma}))||ne(b,c,function(oa,ta){return di(oa,ta)})}return null}function je(a,b){var c=0;switch(b.b){case 28:c=+!!b.h;break;case 30:c=b.h|0;break;case 29:c=b.h;break;default:return null}switch(a){case fa:return s(Ja(new xi(28),!!c),fa);case ha:return s(ba(new xi(30),c|0),ha);case ga:return s(qa(new xi(29),c),ga)}return null}function Pf(a,b,c,d){var e=La(b),f=R(b),h=Ca(b);if(a.length^1){if(c&&d){for(var q=W(b),u=W(wa(b)),w=0;w<q;w=w+1|0)for(var B=0;B<u;B=B+1|0)p(h,
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+ w<c&&B<d?a[B+di(w,d)|0]:s(qa(new xi(29),w^B?0:1),ga))}else{if(a.length<e)return null;for(var o=0;o<e;o=o+1|0){var N=a[o];if(N.f!=f)return null;p(h,N)}}}else{var l=a[0];if(l.f!=f)return null;if(xa(b)){for(var m=W(b),g=W(wa(b)),i=0;i<m;i=i+1|0)for(var n=0;n<g;n=n+1|0)p(h,n^i?s(qa(new xi(29),0),ga):Va(l))}else for(var k=0;k<e;k=k+1|0)p(h,Va(l))}return wa(b)?h:r(h.i)}function Qf(a,b){var c=b.a.i,d=Ca(b);if(a.length^c.length)return null;for(var e=0,f=a.length;e<f;e=e+1|0){if(a[e].f!=c[e].o.f)return null;p(d,a[e])}return d}function Rf(a){var b=L(a.g),c=L(a.i);if(b&&c){var d=sa(b,c);return s(Ja(new xi(28),a.b^45?!d:d),fa)}return null}function ke(a,b,c,d){if(a.b==20&&a.g.b==26&&R(a.g.f)==b){for(var e=Ca(a.g.f),f=a.g.k;f;f=f.k){var h=L(f);if(!h||h.b^c)return null;p(e,d(h))}return e}return null}function Sf(a,b){return a.b^29?ke(a,ga,29,function(c){return s(qa(new xi(29),b(c.h)),ga)}):s(qa(new xi(29),b(a.h)),ga)}function Tf(a,b){return a.b^30?ke(a,ha,30,function(c){return s(ba(new xi(30),b(c.h|0)),ha)}):s(ba(new xi(30),b(a.h|0)),
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+ ha)}function le(a,b,c,d,e){var f=a.b==20&&a.g.b==26&&R(a.g.f)==c,h=b.b==20&&b.g.b==26&&R(b.g.f)==c;if(f&&h&&b.f==a.f){for(var l=Ca(a.f),m=a.g.k,g=b.g.k;m&&g;){var i=L(m),n=L(g);if(!i||i.b^d||!n||n.b^d)return null;p(l,e(i,n)),m=m.k,g=g.k}if(!m&&!g)return l}else if(f&&b.b==d){for(var k=Ca(a.f),q=a.g.k;q;q=q.k){var u=L(q);if(!u||u.b^d)return null;p(k,e(u,b))}return k}else if(a.b==d&&h){for(var w=Ca(b.f),B=b.g.k;B;B=B.k){var o=L(B);if(!o||o.b^d)return null;p(w,e(a,o))}return w}return null}function me(a,b,c){return a.b==29&&b.b==29?s(qa(new xi(29),c(a.h,b.h)),ga):le(a,b,ga,29,function(d,e){return s(qa(new xi(29),c(d.h,e.h)),ga)})}function ne(a,b,c){return a.b==30&&b.b==30?s(ba(new xi(30),c(a.h|0,b.h|0)),ha):le(a,b,ha,30,function(d,e){return s(ba(new xi(30),c(d.h|0,e.h|0)),ha)})}function Uf(a,b){var c=L(a.g);return c&&c.b==28?s(Ja(new xi(28),b(!!c.h)),fa):null}function oe(a,b,c){var e,d=L(a.g);return d&&((e=Sf(d,b))||Tf(d,c))}function pd(a,b){var c=L(a.g),d=L(a.i);return c&&d&&c.b==28&&d.b==28?s(Ja(new xi(28),b(!!c.h,
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+ !!d.h)),fa):null}function qd(a,b,c){var f,d=L(a.g),e=L(a.i);return d&&e?(f=me(d,e,b))||ne(d,e,c):null}function Gc(a,b){var c=L(a.g),d=L(a.i);if(c&&d){if(c.b==29&&d.b==29)return s(Ja(new xi(28),b(c.h,d.h)),fa);if(c.b==30&&d.b==30)return s(Ja(new xi(28),b(c.h|0,d.h|0)),fa)}return null}function pe(a,b,c){for(var d=0,e=0,f=a.length;e<f;){var h=a.charCodeAt(e);e=e+1|0,Hc(h)&&(d=d+1|0,h==13&&e<f&&a.charCodeAt(e)==10&&(e=e+1|0))}return d>2&&(d=2),ec(c,d)}function Vf(a,b,c){switch(c){case 78:switch(b){case 95:return!0;case 126:return!1}break;case 77:switch(b){case 92:return!0;case 126:return!1}break;case 95:if(b==95)return!0;break;case 92:if(b==92)return!0;break;case 115:case 114:if(ff(b)||b==118||b==50)return!1;break;case 111:case 120:case 119:case 118:case 112:return!1;case 117:if(b==113)return!1;break}switch(b){case 115:case 114:case 112:case 79:case 76:return!1;case 95:case 92:switch(a){case 130:case 115:case 114:case 111:case 110:case 120:case 79:case 76:case 32:case 12:return!1}if(ih(a))return!1;break;case 78:case 77:
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+ if(c==126)return!1;break}return!0}function Hc(a){return a==10||a==13}function Wf(a){for(var b=0,c=a.length;b<c;b=b+1|0)if(Hc(a.charCodeAt(b)))return!0;return!1}function qe(a){return a==32||a==9}function Ic(a){for(var b=0,c=a.length;b<c;b=b+1|0)if(!qe(a.charCodeAt(b)))return!1;return!0}function Xf(a){for(var b=a.length;qe(a.charCodeAt(b-1|0));)b=b-1|0;return a.slice(0,b)}function Yf(a,b,c,d){for(var e=[],f=0,h=0,l=a.length;h<l;h=h+1|0){var m=a.charCodeAt(h);Hc(m)&&(e.push(a.slice(f,h)),m==13&&(h+1|0)<l&&a.charCodeAt(h+1|0)==10&&(h=h+1|0),f=h+1|0)}e.push(a.slice(f));for(var g=b.length;g>0&&!Hc(b.charCodeAt(g-1|0));)g=g-1|0;for(var i=b.slice(g),n=i,o=0,N=e.slice(1),F=N.length;o<F;o=o+1|0){var k=N[o];if(!Ic(k)){for(var q=0,u=k.length;q<u&&q<n.length&&k.charCodeAt(q)==n.charCodeAt(q);)q=q+1|0;n=n.slice(0,q)}}for(var w='',O=0,T=e.length;O<T;O=O+1|0){var B=e[O];w==''?(Ic(i)&&(w+=i.slice(n.length)),w+=B):(w+=d,Ic(B)||(w+=c+B.slice(n.length)))}return w}function Zf(a,b,c,d){var e=new wi,f=new Li('<stdin>',a);if(qc(e,f,1),
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+ e.d)return a;var h='',l=f.c.a,m=130,g=130,i=0,n=0,k=!0,q=0,u=null,w=function(B){return!Ic(a.slice(l[B-1|0].a.c,l[B].a.b))},o=function(N,F){switch(N){case 120:case 117:return!0;case 4:case 9:case 10:case 11:case 12:case 15:case 17:case 32:case 43:return!F}return!1},O=null,T=function(){for(var ca=1,U=q;U<l.length;U=U+1|0){switch(l[U].b){case 0:case 1:continue;case 113:ca=0;break}break}n=n+ca|0,O(),n=n-ca|0},$=function(){var da=1;return l[q].b==115&&w(q+1|0)&&(da=0),n=n+da|0,u(function(ea){return ea==115})?(n=n-da|0,!0):(n=n-da|0,!1)};O=function(){for(;u(function(ia){return ia==0||ia==1}););switch(l[q].b){case 130:case 117:return!1;case 75:case 72:case 74:case 73:case 71:u(function(ma){return!0});break;case 17:u(function(oa){return!0}),$()&&T(),l[q].b^12||O();break;case 15:case 43:u(function(ta){return!0}),$()&&T();break;case 11:u(function(ua){return!0}),T(),u(function($a){return $a==43})&&($(),u(function(pa){return pa==120}));break;case 12:if(u(function(ab){return!0}),l[q].b^17)T();else{var Oa=w(q);Oa&&(n=n+1|0),
21
+ u(function(Ma){return!0}),$()&&T(),Oa&&(n=n-1|0)}break;case 113:case 120:u(function(ib){return!0});break;case 121:case 122:case 123:case 124:for(u(function(Fa){return!0});u(function(Na){return!w(q)}););break;default:var Ga=ff(l[q].b);if(u(function(Pa){return!0}),Ga&&u(function(za){return za==126})&&u(function(Bb){return Bb==115}))u(function(mb){return mb==113})||u(function(Ub){return Ub==120});else{for(var Aa=!1;!Aa&&w(q)&&(Aa=!0,n=n+1|0),u(function(Vb){return!o(Vb,!1)}););u(function(Qa){return Qa==120}),Aa&&(n=n-1|0)}break}return!0};var dc=function(){for(var _a=[],nb=q;nb<l.length;){var wb=l[nb].b;switch(wb){case 113:case 114:case 115:_a.push(wb);break;case 117:if(!_a.length)return nb;if(_a.pop()^113)return-1;break;case 118:if(!_a.length||_a.pop()^114)return-1;break;case 119:if(!_a.length||_a.pop()^115)return-1;break}nb=nb+1|0}return-1},xb=-1,Wb=function(){var yb=dc(),Xb=yb!=-1&&Wf(a.slice(l[q-1|0].a.c,l[yb].a.b));for(Xb&&(xb=q),n=n+1|0;O(););n=n-1|0,Xb&&(xb=q),u(function(Cb){return Cb==117})},Ra=!1,fd=function(){
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+ return xe(m.a,i.a),v(s(new xi(27),I),Za(g.c,n.c))};return mc(c,36,function(k,q){return v(s(Ja(new xi(28),!0),fa),q.a)}),mc(c,13,function(u,w){return v(s(Ja(new xi(28),!1),fa),w.a)}),mc(c,127,function(B,o){return v(s(ba(new xi(30),Ed(H(o.a))),ha),o.a)}),mc(c,125,function(N,F){return v(s(qa(new xi(29),+H(F.a)),ga),F.a)}),mc(c,128,function(O,T){return b?v(s(ba(new xi(31),Ed(H(T.a))),cc),T.a):(we(O.a,T),v(s(new xi(24),I),T.a))}),Q(c,3),Q(c,5),Q(c,6),Q(c,7),Q(c,14),Q(c,20),Q(c,22),Q(c,23),Q(c,24),Q(c,26),Q(c,27),Q(c,28),Q(c,39),Q(c,40),Q(c,41),Q(c,42),Q(c,51),Q(c,52),Q(c,53),Q(c,54),Q(c,55),Q(c,56),Q(c,63),Q(c,68),Q(c,69),Q(c,70),Ob(c,76,14,b?Lb(32):d),Ob(c,77,14,Lb(36)),Ob(c,78,14,Lb(37)),Ob(c,92,14,Lb(33)),Ob(c,79,14,Lb(34)),Ob(c,95,14,Lb(35)),Ue(c,77,15,Je(38)),Ue(c,78,15,Je(39)),Z(c,83,13,K(44)),Z(c,84,10,K(45)),Z(c,85,10,K(46)),Z(c,86,10,K(47)),Z(c,87,10,K(49)),Z(c,88,10,K(50)),Z(c,92,12,K(59)),Z(c,93,13,K(54)),Z(c,94,10,K(55)),Z(c,95,12,K(40)),Z(c,96,13,b?K(56):l),Z(c,97,11,b?K(57):l),Z(c,98,11,b?K(58):l),Z(c,
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+ 90,3,K(52)),Z(c,91,4,K(53)),Z(c,89,5,K(51)),Z(c,80,8,b?K(41):l),Z(c,81,6,b?K(42):l),Z(c,82,7,b?K(43):l),Da(c,99,2,K(60)),Da(c,100,2,K(61)),Da(c,101,2,b?K(62):l),Da(c,102,2,b?K(63):l),Da(c,103,2,b?K(64):l),Da(c,104,2,K(65)),Da(c,105,2,K(66)),Da(c,106,2,b?K(67):l),Da(c,107,2,b?K(68):l),Da(c,108,2,b?K(69):l),Da(c,109,2,K(70)),va(c,126,0).b=function(ca){var U=fb(ca,0);if(U)return U;var $=E(ca),da=H($.a),ea=Pd(ca.i,da);return ea?(ea.l!=null&&Ha(ca.d.a,ea.l,0)==1&&t(ca.a,$.a,'Cannot use "'+da+'" from disabled extension "'+ea.l+'"'),ea.g=ea.g+1|0,v(Nc(new xi(23),ea),$.a)):(ig(ca.a,$.a),v(s(new xi(24),I),$.a))},Z(c,111,1,function(ia,ma,oa,ta){return ma.b^25&&(ma=v(p(new xi(25),ma),ma.c)),p(ma,ta),v(ma,D(ia,ma.c))}),va(c,112,16).c=function(ua,$a){var pa=x(ua).a;E(ua);var ab=x(ua).a;return y(ua,126)?Wa(v(db(p(new xi(21),$a),H(ab)),D(ua,$a.c)),ab):Wa(v(db(p(new xi(21),$a),''),D(ua,$a.c)),We(pa))},va(c,115,0).b=function(Oa){var Ma=E(Oa),ib=X(Oa.h,Oa,0);return !ib||!y(Oa,119)?v(s(new xi(24),I),D(Oa,Ma.a)):v(ib,D(Oa,Ma.a))},
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+ va(c,115,15).c=function(Fa,Na){var Ga=E(Fa),Pa=p(new xi(20),Na);return Ag(Fa,Pa,119)?(Na.b==26&&Na.f.b&&Na.f.c==-1&&(Na.f=Tb(Na.f.b,ug(Pa)-1|0)),Wa(v(Pa,D(Fa,Na.c)),D(Fa,Ga.a))):v(s(new xi(24),I),D(Fa,Ga.a))},va(c,114,16).c=function(za,Bb){var mb=E(za);if(x(za).b==118)return Ya(za),E(za),v(s(new xi(24),I),D(za,mb.a));var Ub=X(za.h,za,0);return !Ub||!y(za,118)?v(s(new xi(24),I),D(za,mb.a)):Wa(v(p(p(new xi(48),Bb),Ub),D(za,Bb.c)),D(za,mb.a))},va(c,116,2).c=function(Aa,Vb){var Qa=E(Aa),dc=X(Aa.h,Aa,1);if(!dc||!y(Aa,110))return v(s(new xi(24),I),D(Aa,Qa.a));var _a=X(Aa.h,Aa,1);return _a?v(p(p(p(new xi(22),Vb),dc),_a),D(Aa,Vb.c)):v(s(new xi(24),I),D(Aa,Qa.a))},b?rf=c:qf=c,c}function Ag(a,b,c){for(var d=!0;!C(a,c);){d||y(a,111);var e=x(a),f=X(a.h,a,1);if(f)p(b,f);else if(p(b,v(s(new xi(24),I),D(a,e.a))),x(a).b^111&&x(a).b^c)return!1;d=!1}return!0}function Bg(a){var b=E(a);a.i=new Ji(3,a.i);var c=eb(a,2);if(!c||!y(a,43)||!y(a,115))return null;var d=X(a.h,a,0);return !d||!y(a,119)?null:(Nb(a),Mb(a,b.a,p(p(new xi(7),c),
38
+ d)))}function Cg(a){var b=E(a),c=a.m;if(a.m|=b.b^74?b.b^73?b.b^72?65536:49152:32768:16384,C(a,113)){var d=new xi(13);return !lc(a,d,1)||!y(a,117)?(a.m=c,null):(a.m=c,v(d,D(a,b.a)))}var e=eb(a,1);return e?(a.m=c,e):(a.m=c,null)}function Eg(a){var b=E(a),c=x(a).a;if(!y(a,126))return null;var d=H(c);if(C(a,113)){a.d.a.has(d)||Sa(a.d.a,d,0);var e=new xi(13);if(!lc(a,e,1)||!y(a,117))return null;for(var f=e.g;f;f=f.k)if(f.b^17)f.e&&(f.e.l=d);else for(var h=f.g.k;h;h=h.k)h.e.l=d;return v(e,D(a,b.a))}if(!Ph.has(d)&&!a.d.a.has(d)&&gg(a.a,c,'The extension "'+d+'" is not in the known list of valid WebGL extensions'),!y(a,110))return null;var l=H(x(a).a);if(!Dg.has(l))return Ya(a),null;E(a);var m=Dg.get(l);return Sa(a.d.a,d,m),Wa(v(ba(db(new xi(9),d),m),D(a,b.a)),c)}function Fg(a){var b=E(a);if(a.i=new Ji(3,a.i),!y(a,115))return null;var c=null;if(!C(a,120)){var d=Me(a),e=Fd(a,2),f=null;if(e){if(f=fb(a,1),!f)return null}else f=fb(a,0);if(f){if(c=Le(a,b.a,e,f,0,d),!c)return null}else if((c=X(a.h,a,0),!c)||!y(a,120))return null}
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+ var h=null;if(!C(a,120)&&((h=X(a.h,a,0),!h)||!y(a,120)))return null;var l=null;if(!C(a,119)&&((l=X(a.h,a,0),!l)||!y(a,119)))return null;var m=eb(a,2);return m&&(Nb(a),v(He(c,h,l,m),D(a,b.a)))}function Gg(a){var b=E(a);if(!y(a,115))return null;var c=x(a),d=X(a.h,a,0);if(d||(d=v(s(new xi(24),I),D(a,c.a))),!y(a,119))return null;var e=eb(a,2);if(!e)return null;var f=null;return C(a,12)&&(f=eb(a,2),!f)?null:v(p(p(p(new xi(12),d),e),f),D(a,b.a))}function Hg(a){a.g&&t(a.a,x(a).a,'Move "#version" to the beginning of the file');var b=E(a),c=x(a).a;if(!y(a,127))return null;if(H(c)=='100')return v(db(new xi(18),'100'),D(a,b.a));if(H(c)=='300'){var d=x(a).a;if(!y(a,126))return null;if(H(d)=='es')return v(db(new xi(18),'300 es'),D(a,b.a))}return kg(a.a,c),v(db(new xi(18),H(D(a,c))),D(a,b.a))}function Ig(a){var b=E(a);if(a.i=new Ji(3,a.i),!y(a,115))return null;var c=x(a),d=X(a.h,a,0);if(d||(d=v(s(new xi(24),I),D(a,c.a))),!y(a,119))return null;var e=eb(a,2);return e&&(Nb(a),v(p(p(new xi(19),d),e),D(a,b.a)))}function Jg(a){var b=E(a),c=null;
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+ if(!C(a,120)){var d=x(a);c=X(a.h,a,0),c||(c=v(s(new xi(24),I),D(a,d.a))),y(a,120)}return v(p(new xi(15),c),D(a,b.a))}function Kg(a){var b=E(a),c=0;switch(x(a).b){case 25:c=256;break;case 29:c=512;break;case 16:c=16;break;default:return Ya(a),null}E(a);var d=fb(a,1);return d&&Mb(a,b.a,p(ba(new xi(14),c),d))}function Lg(a,b,c){var d=x(a).a;if(!y(a,126))return null;var e=new oc(Fc(a.d),d,H(d),new Ji(4,a.i));if(e.e|=a.m|b,e.f=c,!Gd(a,e))return null;var f=x(a).a,h=new xi(1),l=null;if(!y(a,113))return null;for(a.i=e.d;x(a).b^117&&x(a).b^130;){var m=eb(a,3);if(!m)return null;if(m.b^17)t(a.a,m.c,'This statement cannot be used inside a struct');else{p(h,m);for(var g=m.g.k;g;g=g.k){var i=g.e;e.i.push(i),V(i)&&t(a.a,V(i).c,'Cannot initialize struct variables')}}}if(Nb(a),!y(a,117))return null;if(v(h,D(a,f)),x(a).b^126)y(a,120);else if(l=Se(0,s(new xi(26),z(e)),E(a).a,a,c),!l)return null;return p(p(Nc(new xi(16),e),h),l)}function Ke(a,b,c){for(var d=!1,e=a.i;e;e=e.b)if(e.a==3){d=!0;break}return d||t(a.a,b,'This statement cannot be used outside a loop'),
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+ Mb(a,b,c)}function Mb(a,b,c){return y(a,120),v(c,D(a,b))}function Le(a,b,c,d,e,f){var h=x(a).a;if(!c&&x(a).b^126){var l=Te(a.h,a,0,d);return l&&Mb(a,b,p(new xi(8),l))}if(!y(a,126))return null;if(C(a,115))return Ng(c,d,h,a,f);var m=Se(c,d,h,a,f);return m&&v(m,D(a,b))}function Me(a){var b=x(a),c=b.c;if(!c)return null;for(var d=b.a.b,e=null,f=c.length-1|0;f>-1;f=f-1|0){for(var h=c[f],l=h.a.b.slice(h.c,d),m=0,g=0;g<l.length;g=g+1|0){var i=l.charCodeAt(g);(i==13||i==10)&&(m=m+1|0,i==13&&(g+1|0)<l.length&&l.charCodeAt(g+1|0)==10&&(g=g+1|0))}if(m>1)break;(e||(e=[])).push(H(h)),d=h.b}return e&&e.reverse(),e}function eb(a,b){var c=x(a);switch(c.b){case 4:return Ke(a,E(a).a,new xi(4));case 9:return Ke(a,E(a).a,new xi(5));case 10:return Mb(a,E(a).a,new xi(6));case 11:return Bg(a);case 72:case 73:case 74:case 75:return Cg(a);case 121:return Eg(a);case 15:return Fg(a);case 17:return Gg(a);case 113:return Oe(a);case 31:return Kg(a);case 32:return Jg(a);case 120:return v(new xi(3),E(a).a);case 122:return Hg(a);case 43:return Ig(a)}
42
+ var d=Me(a),e=Fd(a,b),f=null;if(C(a,35)){var h=Lg(a,e,d);return h&&v(h,D(a,c.a))}if(e){if(f=fb(a,1),!f)return null}else f=fb(a,0);if(f)return Le(a,c.a,e,f,1,d);var l=X(a.h,a,0);return l&&Mb(a,c.a,p(new xi(8),l))}function Ne(a,b){if(b.b^17&&b.b^16){var c=a.i.a==1||a.i.a==4,d=b.b==9||b.b==11||b.b==14||b.b==18;d&&!c?t(a.a,b.c,'This statement cannot be used inside a function'):!d&&c&&t(a.a,b.c,'This statement cannot be used outside a function')}}function Mg(a,b){var c=x(a).a;if(!y(a,129))return!1;var d=null;try{d=JSON.parse(H(c))}catch(l){return t(a.a,c,'Invalid string literal'),!1}var e=a.d.b;if(!e)return t(a.a,c,'Cannot include files without access to a file system'),!1;var f=e(d,c.a.a);if(!f)return t(a.a,c,'Cannot read the file '+JSON.stringify(d)),!1;if(a.f.has(f.a))return!0;Sa(a.f,f.a,!0),a.l.push(new zi(c,Uc(f))),qc(a.a,f,0),a.c^f.c.b&&mg(a.a,c,d,f);var h=new Ai(a.a,f.c,a.d,a.e,a.f);return h.i=a.i,!lc(h,b,1)||!y(h,130)?!1:!0}function Oe(a){var b=x(a),c=new xi(3);return a.i=new Ji(2,a.i),!y(a,113)||!lc(a,c,2)||!y(a,
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+ 117)?null:(Nb(a),v(c,D(a,b.a)))}function Pe(a){switch(a){case 50:case 8:case 44:case 21:case 37:case 2:case 38:case 18:case 30:case 19:case 16:case 29:case 25:return!0}return!1}function Qe(a){if(C(a,50)){if(C(a,115))for(;x(a).b^130&&!C(a,119);)E(a)}else E(a)}function Fd(a,b){var c=a.c==1,d=0;if(b==1)if(c&&C(a,50)&&y(a,115)){for(var e=-1;;){var f=x(a);if(f.b==126&&H(f.a)=='location')E(a),y(a,99)&&(x(a).b==127||x(a).b==128?(e=Ed(H(x(a).a)),E(a)):y(a,127));else{if(Ya(a),f.b^126)break;E(a)}if(!C(a,111))break}~e&&(d|=e<<18|1<<17),y(a,119)}else C(a,21)&&(d|=128),c&&(C(a,45)?d|=8:C(a,62)&&(d|=2048));if(b^3&&C(a,8)?d|=4:b==1&&C(a,37)?d|=4096:b==1&&!c&&C(a,2)?d|=1:b==1&&!c&&C(a,38)?d|=8192:b==1&&c&&C(a,44)?(d|=2,C(a,18)?d|=32:C(a,30)?d|=1024:Ya(a)):(!b||c&&b==1)&&C(a,18)?d|=32:(!b||c&&b==1)&&C(a,30)?d|=1024:(!b||c&&b==1)&&C(a,19)&&(d|=64),C(a,16)?d|=16:C(a,29)?d|=512:C(a,25)&&(d|=256),Pe(x(a).b))for(t(a.a,x(a).a,'Cannot use this qualifier here'),Qe(a);Pe(x(a).b);)Qe(a);return d}function fb(a,b){var c=x(a),d=null;switch(c.b){
44
+ case 3:d=fa;break;case 5:d=rc;break;case 6:d=sc;break;case 7:d=tc;break;case 14:d=ga;break;case 20:d=ha;break;case 22:d=uc;break;case 23:d=vc;break;case 24:d=wc;break;case 26:d=$b;break;case 27:d=ac;break;case 28:d=bc;break;case 33:d=mh;break;case 34:d=nh;break;case 39:d=jb;break;case 40:d=kb;break;case 41:d=lb;break;case 42:d=hf;break;case 46:d=S(a,oh);break;case 47:d=S(a,ph);break;case 48:d=S(a,qh);break;case 49:d=S(a,rh);break;case 51:d=S(a,Xc);break;case 52:d=S(a,Yc);break;case 53:d=S(a,Zc);break;case 54:d=S(a,_c);break;case 55:d=S(a,$c);break;case 56:d=S(a,ad);break;case 57:d=S(a,sh);break;case 58:d=S(a,th);break;case 59:d=S(a,uh);break;case 60:d=S(a,Wh);break;case 61:d=S(a,vh);break;case 63:d=S(a,cc);break;case 64:d=S(a,wh);break;case 65:d=S(a,xh);break;case 66:d=S(a,yh);break;case 67:d=S(a,zh);break;case 68:d=S(a,bd);break;case 69:d=S(a,cd);break;case 70:d=S(a,dd);break;case 126:var e=Pd(a.i,H(c.a));if(!e||!(e instanceof oc))return b^1||Ya(a),null;d=z(e);break;default:return b^1||Ya(a),null}if(E(a),a.c==1&&C(a,
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+ 114)){if(C(a,118))d=Tb(d,-1);else{var f=X(a.h,a,0);if(!f||!y(a,118))return null;var h=-2;if(Y(a.e,f),na(a.e,f,ha),f.f!=I){var l=L(f);if(l){if(l.b==30){var m=l.h|0;m<1?t(a.a,f.c,'Cannot declare an array with a size of "'+m+'"'):h=m}}else t(a.a,f.c,'This value must be a compile-time constant')}d=Tb(d,h)}for(;x(a).b==114;){if(c=E(a),x(a).b^118&&!X(a.h,a,0)||!y(a,118))return null;t(a.a,D(a,c.a),'Multidimensional arrays are not a part of the language')}}return v(s(new xi(26),d),D(a,c.a))}function Ng(a,b,c,d,e){var f=d.i,h=new pc(Fc(d.d),c,H(c),new Ji(0,f));if(h.e|=d.m|a|(h.c=='main'?49152:0),h.f=e,h.k=b,d.i=h.d,C(d,42)){if(!y(d,119))return null}else if(!C(d,119)){for(;;){var l=Fd(d,0),m=fb(d,1);if(!m)return null;var g=x(d).a;if(!y(d,126))return null;var i=new ef(Fc(d.d),g,H(g),d.i,0);if(i.e|=l,i.o=m,h.n.push(i),Gd(d,i),!Re(d,i))return null;if(!C(d,111))break}if(!y(d,119))return null}var n=Ha(f.c,H(c),null),k=!C(d,120);if(n){if(n instanceof pc){for(var q=n;q;q=q.u)if(hh(q,h)){q.k.f!=h.k.f?jg(d.a,h.k.c,h.c,h.k.f,q.k.f,
46
+ q.k.c):q.q||!k?xd(d.a,h.b,q.b):(q.w=h,h.w=q,h.e|=q.e,q.e=h.e);break}h.u=n,eh(f,h)}else return xd(d.a,c,n.b),null}else cf(f,h);if(k){var u=d.m;if(d.m&=-114689,h.q=Oe(d),d.m=u,!h.q)return null}return Nb(d),v(Nc(new xi(11),h),D(d,b.c))}function Re(a,b){var c=x(a);if(c.b==114){var d=b.o.f;if(!d.b){if(E(a),C(a,118))return a.c^1?t(a.a,D(a,c.a),'All array sizes must be specified'):b.o=v(s(new xi(26),Tb(d,-1)),b.o.c),!0;if(b.F=X(a.h,a,0),!b.F||!y(a,118))return!1;var e=-2;if(Y(a.e,b.F),na(a.e,b.F,ha),b.F.f!=I){var f=L(b.F);if(f){if(f.b==30){var h=f.h|0;h<1?t(a.a,b.F.c,'Cannot declare an array with a size of "'+h+'"'):e=h}}else t(a.a,b.F.c,'This value must be a compile-time constant')}b.o=v(s(new xi(26),Tb(d,e)),b.o.c)}for(;x(a).b==114;){if(c=E(a),x(a).b^118&&!X(a.h,a,0)||!y(a,118))return!1;t(a.a,D(a,c.a),'Multidimensional arrays are not a part of the language')}}return!0}function Se(a,b,c,d,e){for(var f=p(ba(new xi(17),d.m|a),b);;){var h=new ef(Fc(d.d),c,H(c),d.i,d.i.a^1?d.i.a^4?2:3:1);if(h.e|=d.m|a,h.f=e,h.o=b,!Re(d,h))return null;
47
+ var l=x(d).a,m=null;if(C(d,99)){var g=x(d);m=X(d.h,d,1),m||(m=v(s(new xi(24),I),D(d,g.a)))}else l=null;var i=Wa(v(p(Nc(new xi(2),h),m),D(d,h.b)),l);if(h.N=i,h.e&4)Y(d.e,i);else{Y(d.e,h.o);var n=h.o.f;n.b&&n.c==-1&&m&&(Y(d.e,m),m.f.b&&m.f.c>0&&(h.o.f=Tb(n.b,m.f.c)))}if(p(f,i),Gd(d,h),!C(d,111))return y(d,120),f;if(c=x(d).a,!y(d,126))return null}}function Gd(a,b){var c=Ha(a.i.c,b.c,null);return c?(xd(a.a,b.b,c.b),!1):(cf(a.i,b),!0)}function lc(a,b,c){for(;x(a).b^130&&x(a).b^117;){var d=x(a).a;if(C(a,123)){if(c^1)return t(a.a,d,'"#include" statements cannot be used here'),C(a,129),!1;if(!Mg(a,b))return!1}else{var e=eb(a,c);if(!e)return!1;if(e.b^13)Ne(a,e),p(b,e);else for(;e.g;){var f=r(e.g);Ne(a,f),p(b,f)}}}return!0}function Hd(a,b,c,d,e,f){var h=new Map,l=new Ai(a,b,d,f,h);return l.i=e,lc(l,c,1)&&y(l,130),new yi(l.l)}function x(a){return a.b[a.g]}function E(b){var a=x(b);return (b.g+1|0)<b.b.length&&(b.g=b.g+1|0),a}function D(c,a){var b=c.b[c.g>0?c.g-1|0:0];return b.a.c<a.b?a:Za(a,b.a)}function C(b,a){return x(b).b^a?!1:(E(b),
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+ !0)}function y(e,a){if(C(e,a))return!0;var b=x(e),c=b.a,d=(e.g>0?e.b[e.g-1|0]:b).a;return a==120||Ve(d).a^Ve(c).a?t(e.a,We(d),'Expected '+of[a]):t(e.a,c,'Expected '+of[a]+' but found '+of[b.b]),!1}function Ya(a){we(a.a,x(a))}function S(b,a){return b.c^1?(Ya(b),I):a}function Nb(a){a.i=a.i.b}function va(e,a,b){var c=Ba(e.a,a,null);if(c)b>c.a&&(c.a=b);else{var d=new Bi(b);c=d,Ia(e.a,a,d)}return c}function X(f,a,b){var c=x(a),d=Ba(f.a,c.b,null);if(!d||!d.b)return Ya(a),null;var e=Te(f,a,b,d.b(a));return e}function Te(f,a,b,c){for(;c;){var d=x(a).b,e=Ba(f.a,d,null);if(!e||!e.c||e.a<=b)break;c=e.c(a,c)}return c}function mc(d,a,b){va(d,a,0).b=function(c){return b(c,E(c))}}function Ob(h,a,b,c){va(h,a,0).b=function(d){var e=E(d),f=X(h,d,b);return f&&c(d,e,f)}}function Ue(f,a,b,c){va(f,a,b).c=function(d,e){return c(d,e,E(d))}}function Z(l,a,b,c){va(l,a,b).c=function(d,e){var f=E(d),h=X(l,d,b);return h&&c(d,e,f,h)}}function Da(l,a,b,c){va(l,a,b).c=function(d,e){var f=E(d),h=X(l,d,b-1|0);return h&&c(d,e,f,h)}}function H(a){
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+ return new Ei(a.a,a.b,b.c)}function Qg(a){var b='abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ_'[a%53];for(a=a/53|0;a>0;)a=a-1|0,b+='abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ_0123456789'[a%63],a=a/63|0;return b}function Rg(n,a){for(var b=0,k=a.length;b<k;b=b+1|0)n.h=b,tb(n,a[b]);Tg(n);var c=new Map,d=Xe(n,n.f,null);d.sort(function(e,f){return jd(Ye(n,f),Ye(n,e))});for(var N=0,F=d.length;N<F;N=N+1|0)for(var h=d[N],l=null,B=0,o=h.length;B<o;B=B+1|0)for(var m=h[B],q=0,u=Array.from(m.c.values()),w=u.length;q<w;q=q+1|0){var g=u[q],i=g.c;!(g.e&7<<14)&&(!n.a||n.a==1&&!df(g))&&(l==null&&(l=Sg(n)),g.c=l),!(g.e&65536)&&df(g)&&Sa(c,i,g.c)}return c}function tb(f,a){var l,h;a.e&&((h=Ld(f,a.e)).d=h.d+1|0);for(var b=a.g;b;b=b.k)tb(f,b);switch(a.b){case 2:var c=a.e;tb(f,c.o),V(c)&&tb(f,V(c));break;case 11:var d=a.e;f.m=f.d.get(a.e.a).b,d.w&&Vd(f.f,f.m,Ld(f,d.w).b),tb(f,d.k);for(var m=0,g=d.n,i=g.length;m<i;m=m+1|0){var e=g[m];(l=Ld(f,e)).d=l.d+1|0,tb(f,e.o)}d.q&&tb(f,d.q),f.m=-1;break}}function Ld(c,a){var b=Ba(c.d,
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+ a.a,null);return b||(b=new Gi(a.c,c.c.length),b.e=Td(a),c.c.push(b),Ia(c.d,a.a,b),jf(c.e),jf(c.f)),b.c.has(c.h)||Ia(b.c,c.h,a),Td(a)&&Vd(c.e,c.m,b.b),b}function Sg(b){for(;;){var a=Qg(b.l);if(b.l=b.l+1|0,!jh.has(a)&&!kh.has(a)&&!a.startsWith('gl_'))return a}}function Xe(h,a,b){for(var c=new Map,l=0,m=h.c,g=m.length;l<g;l=l+1|0){var d=m[l];if(!b||b(d)){var e=ed(a,d.b),f=Ba(c,e,null);f||(f=[],Ia(c,e,f)),f.push(d)}}return Array.from(c.values())}function Tg(b){Ug(b,Xe(b,b.e,function(a){return a.e}))}function Ug(l,a){for(var b=[],g=0,i=a.length;g<i;g=g+1|0){var c=a[g];c.sort(function(d,e){return jd(e.d,d.d)});for(var f=0,m=c.length;f<m;f=f+1|0){var h=c[f];f<b.length?Vd(l.f,h.b,b[f]):b.push(h.b)}}}function Ye(d,a){for(var b=0,e=0,f=a.length;e<f;e=e+1|0){var c=a[e];b=b+c.d|0}return b}function Md(f,a){Y(f,a);for(var h=0,l=f.e,m=l.length;h<m;h=h+1|0){var b=l[h];r(b)}var c=a.g;f.e.length&&Oc(a,c,f.e[0]);for(var g=0,i=Array.from(f.f.values()),n=i.length;g<n;g=g+1|0){var d=i[g];Oc(a,c,d)}f.a.b=f.a.b.filter(function(e){return e.g==0})}
52
+ function Nd(b,a){a.b.a.a!='<api>'&&!a.g&&!(a.e&49152)&&b.a.b.push(a)}function Y(o,a){if(!a.f){a.f=I;var b=a.b;switch(b){case 0:case 1:Od(o,a);break;case 2:var c=a.e;Nd(o,c),Y(o,c.o);var d=c.o.f;if(d==hf&&(t(o.a,c.o.c,'Cannot create a variable of type "'+G(d)+'"'),d=I),c.F&&(ka(o,c.F),na(o,c.F,ha)),V(c)&&(ka(o,V(c)),na(o,V(c),d),d.d&&!o.c&&ze(o.a,a.d,d)),c.e&4)if(V(c)){if(V(c).f!=I){var e=L(V(c));e?c.h=e:t(o.a,V(c).c,'This value must be a compile-time constant')}}else c.B^2||t(o.a,c.b,'Constants must be initialized');break;case 3:ub(o,a);break;case 4:case 5:case 6:break;case 7:ub(o,a.g),Y(o,a.i),na(o,a.i,fa);break;case 8:Y(o,a.g);break;case 9:break;case 10:sb(a)&&ka(o,sb(a)),Ka(a)&&(ka(o,Ka(a)),na(o,Ka(a),fa)),Pc(a)&&ka(o,Pc(a)),ub(o,a.i);break;case 11:var f=a.e;Nd(o,f);for(var N=0,F=f.n,O=F.length;N<O;N=N+1|0){var h=F[N];Y(o,h.o)}Y(o,f.k),f.q&&(o.h=f.k.f,ub(o,f.q),o.h&&o.h!=hf&&f.q.q&&t(o.a,f.b,'All control paths for "'+f.c+'" must return a value of type "'+G(o.h)+'"'),o.h=null);break;case 12:Y(o,a.g),na(o,a.g,
53
+ fa),ub(o,a.g.k),a.g.k.k&&ub(o,a.g.k.k);break;case 14:break;case 15:a.g?(Y(o,a.g),na(o,a.g,o.h||I)):(a.f=hf,na(o,a,o.h||I));break;case 16:var l=a.e;Nd(o,l),Od(o,a);for(var m=z(l),T=0,ca=l.i,U=ca.length;T<U;T=T+1|0){var g=ca[T],i=g.o.f;i.d&&(m.d=!0),i.e&&(m.e=!0)}break;case 17:Od(o,a);break;case 18:o.e.push(a);break;case 19:Y(o,a.g),na(o,a.g,fa),ub(o,a.i);break;case 20:Yg(o,a);break;case 21:Zg(o,a);break;case 22:var n=a.g,k=a.i,q=a.g.k;ka(o,n),na(o,n,fa),ka(o,q),ka(o,k),q.f==I||k.f==I?a.f=I:q.f!=k.f?t(o.a,Za(q.c,k.c),'Cannot merge type "'+G(q.f)+'" and type "'+G(k.f)+'"'):q.f.d?qg(o.a,Za(q.c,k.c),q.f):a.f=q.f;break;case 23:var u=a.e;u instanceof ef?(Y(o,u.o),a.f=u.o.f):u instanceof pc&&!xg(a)?t(o.a,a.c,'The function "'+u.c+'" must be called'):a.f=z(u);var w=u.l;w!=null&&!o.f.has(w)&&!Ha(o.b.a,w,0)&&Sa(o.f,w,ba(db(new xi(9),w),2));break;case 25:for(var B=a.g;B;B=B.k)ka(o,B);a.f=a.i.f;break;default:zd(b)?Vg(o,a):Lc(b)&&Xg(o,a);break}}}function ub(c,a){if(Ef(c.d,a),a.b^3)Y(c,a),ce(c.d,a);else for(var b=a.g;b;b=b.k)Y(c,
54
+ b),ce(c.d,b);Ff(c.d,a)}function Vg(d,a){var b=a.g;ka(d,b),Ad(a.b)&&Ze(d,b);var c=b.f;switch(a.b){case 33:case 35:case 36:case 37:case 38:case 39:a.f=Wc(c)?c:I;break;case 32:a.f=hb(c)?c:I;break;case 34:a.f=c==fa?fa:I;break}a.f==I&&c!=I&&t(d.a,a.d,'No unary operator "'+H(a.d)+'" for type "'+G(c)+'"')}function Wg(c,a,b){var f,e,d;if(xa(a)){if(xa(b)){if(W(a)==W(wa(b)))return (d=Ud(W(b),W(wa(a))))||I}else if(wa(b)==ga&&W(a)==W(b))return (e=Ud(1,W(wa(a))))||I}else if(wa(a)==ga&&xa(b)&&W(a)==W(wa(b)))return (f=Ud(W(b),1))||I;return I}function Xg(i,a){var b=a.g,c=a.i;ka(i,b),ka(i,c),Mc(a.b)&&Ze(i,b);var d=b.f,e=c.f,f=d==e;switch(a.b){case 40:case 59:case 54:case 44:a.f=f&&R(d)||Wc(d)&&e==R(d)?d:Wc(e)&&d==R(e)?e:a.b^54?I:Wg(i,d,e);break;case 41:case 42:case 43:case 56:a.f=f&&hb(d)||hb(d)&&e==R(d)?d:hb(e)&&d==R(e)?e:I;break;case 57:case 58:a.f=f&&hb(d)||hb(d)&&e==R(d)?d:I;break;case 45:case 55:a.f=f&&lh(d,i.c)?fa:I;break;case 51:case 52:case 53:a.f=f&&d==fa?fa:I;break;case 49:case 50:case 46:case 47:a.f=f&&(d==ga||d==ha)?fa:I;
55
+ break;case 60:a.f=d,d.d&&!i.c&&ze(i.a,a.d,d),na(i,c,d);return;case 61:case 70:case 66:case 65:a.f=f&&R(d)||Wc(d)&&e==R(d)||a.b==66&&(d==jb&&e==$b||d==kb&&e==ac||d==lb&&e==bc)?d:I;break;case 62:case 63:case 64:case 67:case 68:case 69:a.f=f&&hb(d)||hb(d)&&e==R(d)?d:I;break;case 48:if(e==ha){var h=wa(d);h&&(a.f=h);var l=L(c);if(l&&l.b==30){var m=l.h|0,g=W(d);(m<0||g>0&&m>=g)&&t(i.a,c.c,'Index "'+m+'" is out of bounds for type "'+G(d)+'"')}}break}a.f==I&&d!=I&&e!=I&&(a.b^48?rg(i.a,a.d,H(a.d),d,e):t(i.a,a.d,'No index operator for type "'+G(d)+'" and type "'+G(e)+'"'))}function Yg(g,a){var b=a.g;if(g.c==1&&Cd(a)&&b.b==21&&b.l=='length'){var c=b.g;ka(g,c);var d=c.f;if(d.b){d.c>0&&M(a,v(s(ba(new xi(30),d.c),ha),a.c)),a.f=ha;return}}Y(g,b);for(var e=b.f,f=e.a,h=[],l=!1,m=b.k;m;m=m.k)ka(g,m),h.push(m),m.f==I&&(l=!0);if(!l){if(f){if(f instanceof pc){_g(g,f,a,h);return}if(f instanceof oc){ah(g,e,a,h);return}}b.b==26&&e.b?$g(g,e,a,h):e!=I&&t(g.a,b.c,'Cannot call type "'+G(e)+'"')}}function Zg(l,a){var b=a.g,c=a.l,d=a.d;if(ka(l,
56
+ b),c!=''){var e=b.f,f=Ee(a);if(Vc(e))a.f=bh(l,d,e,c,f);else if(e==I);else{if(e.a&&e.a instanceof oc)for(var m=0,g=e.a.i,i=g.length;m<i;m=m+1|0){var h=g[m];if(h.c==c){a.e=h,Y(l,h.o),a.f=h.o.f;break}}a.e||t(l.a,d,'Cannot find "'+c+'" on type "'+G(e)+'"')}}}function _g(o,a,b,c){for(var d=[],e=a;e;e=e.u)~d.indexOf(e.w)||d.push(e);if(d.length^1&&(d=d.slice(),Gb(d,function(f){return f.n.length!=c.length}),d.length^1)){var h=d.slice();Gb(d,function(l){for(var m=0,N=c.length;m<N;m=m+1|0)if(l.n[m].o.f!=c[m].f)return!0;return!1}),d.length^1&&(d=h,Gb(d,function(g){for(var i=0,F=c.length;i<F;i=i+1|0){var n=g.n[i].o.f,k=c[i].f,q=La(n),u=La(k);if(n!=k&&(!q||!u||q^u))return!0}return!1}))}if(d.length^1)t(o.a,b.g.c,'No matching overload for function "'+a.c+'"');else{var w=d[0];if(w.n.length^c.length)og(o.a,b.d,w.n.length,c.length,w.c,w.b);else for(var B=0,O=c.length;B<O;B=B+1|0)na(o,c[B],w.n[B].o.f);b.g.e=w,b.f=w.k.f}}function $g(d,a,b,c){b.f=a,a.c>0&&a.c^c.length&&ye(d.a,b.d,a,c.length)}function ah(w,a,b,c){if(b.f=a,a!=I)if(R(a)){
57
+ for(var d=La(a),e=!1,f=0,B=0,o=c.length;B<o;B=B+1|0){var h=c[B],l=h.f,m=La(l);if(!R(l)){l!=I&&t(w.a,h.c,'Cannot use value of type "'+G(l)+'" when constructing type "'+G(a)+'"');return}f>=d&&ng(w.a,h.c,a,d,f+m|0),xa(l)&&(e=!0),f=f+m|0}var g=xa(a)&&e;g&&c.length^1?t(w.a,b.d,'If a matrix argument is given to a matrix constructor, it is an error to have any other arguments'):f<d&&f^1&&!g&&ye(w.a,b.d,a,f)}else{var i=a.a,n=i.i,k=n.length,q=c.length;if(k^q)pg(w.a,b.d,k,q,i.c,i.b);else for(var u=0;u<k;u=u+1|0)na(w,c[u],n[u].o.f)}}function bh(m,a,b,c,d){var e=c.length;if(e<1||e>4)return t(m.a,a,'Invalid swizzle "'+c+'" on type "'+G(b)+'"'),I;for(var f=La(b),g=0,i=Rd(f),n=i.length;g<n;g=g+1|0){var h=i[g];if(~h.indexOf(c[0])){for(var l=1;l<e;l=l+1|0){if(h.indexOf(c[l])==-1)return t(m.a,a,'Invalid swizzle "'+c+'" on type "'+G(b)+'"'),I;if(d&&~c.slice(0,l).indexOf(c[l]))return t(m.a,Pg(a,l,l+1|0),'The field "'+c[l]+'" cannot be specified multiple times when used as a storage location'),I}return Sd(R(b),e)}}return t(m.a,a,'Invalid swizzle "'+c+'" on type "'+G(b)+'"'),
58
+ I}function ka(b,a){Y(b,a),a.b==26&&a.f!=I&&(t(b.a,a.c,'Unexpected type "'+G(a.f)+'"'),a.f=I)}function Od(c,a){for(var b=a.g;b;b=b.k)Y(c,b)}function Ze(c,a){d:for(var b=a;;){if(b.f==I)break;switch(b.b){case 23:(b.e.e&4||b.e.e&4096)&&t(c.a,a.c,'Cannot store to this location');break d;case 21:b=b.g;break;case 48:b=b.g;break;default:t(c.a,a.c,'Cannot store to this location');break d}}}function na(c,a,b){a.f!=b&&a.f!=I&&b!=I&&t(c.a,a.c,'Cannot convert from type "'+G(a.f)+'" to type "'+G(b)+'"')}function ch(a,b,c){for(;;){var d=new Ii;if(c.a&&Sc(d,a),c.d&&(Qc(d,a),Rc(d,a),dh(d,a,b)),!d.a)break}c.a&&vb(a)}function vb(a){switch(a.b){case 12:if(!a.g.k.k)return!0;var b=a.g.k,c=vb(b);return c&&b.b^3&&ja(b,p(new xi(3),Bd(b))),vb(a.g.k.k);case 10:return vb(a.i);case 11:var d=a.e;d.q&&vb(d.q);break;case 19:return vb(a.i);default:for(var e=a.g;e;e=e.k)vb(e);return!1}return!1}function Qc(l,a){for(var b=a.g;b;b=b.k)Qc(l,b);switch(a.b){case 2:var c=a.e;V(c)&&Qc(l,V(c)),(c.B==2||c.B==1)&&(l.b.push(c),Ia(l.c,c.a,0),Ia(l.d,c.a,0));
59
+ break;case 11:var d=a.e;Ia(l.c,d.a,0),d.q&&Qc(l,d.q);break;case 23:var e=a.e.a,f=Ba(l.c,e,-1);~f&&Ia(l.c,e,f+1|0),Fe(a)&&(f=Ba(l.d,e,-1),~f&&Ia(l.d,e,f+1|0));var h=a.e.l;h!=null&&Sa(l.e,h,0);break}}function Rc(m,a){for(var b=a.g,c=null;b;b=c)c=b.k,Rc(m,b);switch(a.b){case 2:if(af(m,a.e)||bf(m,a.e)||$e(m,a.e)&&(!a.g||ra(a.g)||a.e.h))r(a),m.a=!0;else{a.g&&Rc(m,a.g);var d=a.e.F;if(d&&d.b==23){var e=_e(m,d.e);e&&(a.e.F=e,m.a=!0)}}break;case 11:var f=a.e;$e(m,f)&&!(f.e&49152)?(r(a),m.a=!0):f.q&&Rc(m,f.q);break;case 17:if(!a.g.k){var h=a.m.b;h==3||!h||h==16?r(a):h^10?M(a,new xi(3)):M(a,new xi(25)),m.a=!0}break;case 23:var l=_e(m,a.e);l&&(ja(a,l),m.a=!0);break}}function _e(b,a){return af(b,a)?Va(a.h):bf(b,a)?Va(V(a)):null}function dh(e,a,b){for(var c=a.g,d=null;c;c=d)d=c.k,c.b==9&&!e.e.has(c.l)&&!Ha(b.a,c.l,0)&&r(c)}function $e(b,a){return Ba(b.c,a.a,-1)==0&&(!(a instanceof pc)||a.w==null||Ba(b.c,a.w.a,-1)==0)}function af(b,a){return a.h!=null&&yd(a.h.b)}function bf(b,a){return Ba(b.d,a.a,-1)==0&&V(a)!=null&&yd(V(a).b)}
60
+ function Sc(A,a){for(var b=a.g,c=null;b;b=c)c=b.k,Sc(A,b);switch(a.b){case 2:var d=a.e;V(d)&&Sc(A,V(d));break;case 3:for(var e=a.g;e;e=e.k)if(tg(e.b)&&e.k){for(;e.k;)r(e.k);A.a=!0}if(a.m&&a.m.b==3){for(var f=!1,h=a.g;h;h=h.k)h.b^17||(f=!0);if(!f){De(a),A.a=!0;return}}break;case 8:if(a.m.b==3){if(ra(a.g)){r(a),A.a=!0;return}var l=a.n;if(l&&l.b==8){var m=r(a.g);p(a,p(p(new xi(25),r(r(l).g)),m)),A.a=!0;return}}break;case 7:Tc(A,a.g),Jb(a.i)&&(ja(a,p(new xi(3),r(a.g))),A.a=!0);break;case 10:if(Tc(A,a.i),!sb(a)&&a.n&&a.n.b==8&&(ja(a.g,r(a.n.g)),r(a.n),A.a=!0),Ka(a)&&Xa(Ka(a))&&(ja(Ka(a),new xi(25)),A.a=!0),a.i.b^5){for(;a.i.g&&a.i.i.b==5;)r(a.i.i),A.a=!0}else ja(a.i,new xi(3)),A.a=!0;break;case 11:var g=a.e;g.q&&Sc(A,g.q);break;case 12:if(Tc(A,a.g.k),a.g.k.k&&Tc(A,a.g.k.k),Xa(a.g)){ja(a,r(a.g.k)),A.a=!0;return}if(Jb(a.g)){a.g.k.k?ja(a,r(a.g.k.k)):r(a),A.a=!0;return}if(a.g.k.k&&a.g.k.b==15&&a.g.k.k.b==15){var i=a.g.k.g,n=a.g.k.k.g;if(i&&n){ja(a,p(new xi(15),s(p(p(p(new xi(22),r(a.g)),r(i)),r(n)),i.f))),A.a=!0;return}}
61
+ if(a.g.k.k&&a.g.k.b==8&&a.g.k.k.b==8){var k=a.g.k.g,q=a.g.k.k.g;if(k.f==q.f){ja(a,p(new xi(8),s(p(p(p(new xi(22),r(a.g)),r(k)),r(q)),k.f))),A.a=!0;return}}if(!a.g.k.k&&a.g.k.b==8){var u=a.g.k.g,w=u.b==60&&u.g.b==23&&Td(u.g.e);if(u.f==ha||u.f==ga||w){var B=w?Va(u.g):u.f==ha?s(ba(new xi(30),0),ha):s(qa(new xi(29),0),ga);ja(a,p(new xi(8),s(p(p(p(new xi(22),r(a.g)),r(u)),B),u.f))),A.a=!0;return}}if(!a.g.k.k&&a.g.k.b==12&&!a.g.k.g.k.k){var o=a.g,N=a.g.k.g,F=a.g.k.g.k;M(o,s(p(p(new xi(51),Bd(o)),r(N)),fa)),M(a.g.k,r(F)),A.a=!0;return}if(Ge(a.g.k)){a.g.k.k?(Kb(a.g),r(a.g.k)):ja(a,p(new xi(8),r(a.g))),A.a=!0;return}if(a.g.k.k&&Ge(a.g.k.k)){r(a.g.k.k),A.a=!0;return}break;case 15:for(var O=a.n;O&&O.b==12&&!O.g.k.k&&O.g.k.b==15;){var T=O.g.k.g,ca=a.g;if(!T||!ca)break;ja(a,p(new xi(15),s(p(p(p(new xi(22),r(O.g)),r(T)),r(ca)),T.f))),r(O),O=a.n,A.a=!0}break;case 17:for(var U=a.n;U;U=U.n){if(U.b^17)break;if(U.g.f==a.g.f&&(U.h|0)==(a.h|0)){for(;U.i!=U.g;)Oc(a,a.g.k,r(U.i));r(U),A.a=!0;return}for(var $=U.g.k;$;$=$.k){var da=$.g;
62
+ if(da&&!yd(da.b))return}}break;case 19:var ea=a.g,ia=a.i;ja(a,He(null,r(ea),null,r(ia))),A.a=!0;break;case 22:var ma=a.g,oa=a.g.k,ta=a.i;if(Xa(ma)){M(a,r(oa)),A.a=!0;return}if(Jb(ma)){M(a,r(ta)),A.a=!0;return}if(oa.b==ta.b&&Lc(oa.b)&&sa(oa.g,ta.g)&&oa.b^48){var ua=oa.g,$a=oa.i,pa=ta.i;if($a.f==pa.f){var ab=p(p(p(new xi(22),r(ma)),r($a)),r(pa));ab.f=$a.f,M(a,p(p(new xi(oa.b),r(ua)),ab)),A.a=!0;return}}if(oa.b==60&&sa(oa.g,ta)&&ra(ta)){var Oa=oa.g,Ma=oa.i,ib=p(p(p(new xi(22),r(ma)),r(Ma)),r(ta));ib.f=Ma.f,M(a,p(p(new xi(60),r(Oa)),ib)),A.a=!0;return}break;case 25:for(var Fa=a.g,Na=null;Fa!=a.i;Fa=Na)Na=Fa.k,ra(Fa)&&(r(Fa),A.a=!0);if(a.m.b==25){De(a),A.a=!0;return}if(Cd(a)){M(a,r(a.g)),A.a=!0;return}break;case 33:var Ga=a.g;Ga.b^33?Ga.b^30?Ga.b^29||Pb(A,a,-Ga.h):Qb(A,a,-(Ga.h|0)|0):(M(a,r(Ga.g)),A.a=!0);break;case 34:var Pa=a.g;Pa.b^34?Pa.b^28||_(A,a,!!!Pa.h):(M(a,r(Pa.g)),A.a=!0);break;case 35:M(a,r(a.g));break;case 40:var za=a.g,Bb=a.i;kc(za,0)?(M(a,r(Bb)),A.a=!0):kc(Bb,0)?(M(a,r(za)),A.a=!0):za.b==30&&Bb.b==30?Qb(A,
63
+ a,(za.h|0)+(Bb.h|0)|0):za.b==29&&Bb.b==29&&Pb(A,a,za.h+Bb.h);break;case 20:var mb=a.g;if(mb.b==26){var Ub=mb.f;if(Ub==ha){var Aa=mb.k;Aa&&!Aa.k&&Aa.b==30&&(M(a,r(Aa)),A.a=!0)}else if(Ub==ga){var Vb=mb.k;Vb&&!Vb.k&&Vb.b==30&&Pb(A,a,Vb.h|0)}else if(R(Ub)==ga)for(var Qa=mb.k;Qa;Qa=Qa.k)if(Qa.b==29){var dc=Qa.h,_a=dc|0;dc==_a&&Qb(A,Qa,_a)}}break;case 44:var nb=a.g,wb=a.i;kc(wb,1)?(M(a,r(nb)),A.a=!0):nb.b==30&&wb.b==30?Qb(A,a,wb.h|0?(nb.h|0)/(wb.h|0)|0:0):nb.b==29&&wb.b==29&&Pb(A,a,wb.h!=0?nb.h/wb.h:0);break;case 45:var xb=a.g,Wb=a.i;sa(xb,Wb)&&ra(xb)?(_(A,a,!0),A.a=!0):xb.b==30&&Wb.b==30?_(A,a,(xb.h|0)==(Wb.h|0)):xb.b==29&&Wb.b==29&&_(A,a,xb.h==Wb.h);break;case 46:var yb=a.g,Xb=a.i;yb.b==30&&Xb.b==30?_(A,a,(yb.h|0)>(Xb.h|0)):yb.b==29&&Xb.b==29&&_(A,a,yb.h>Xb.h);break;case 47:var Cb=a.g,Ra=a.i;Cb.b^30?Ra.b^30?Cb.b==30&&Ra.b==30?_(A,a,(Cb.h|0)>=(Ra.h|0)):Cb.b==29&&Ra.b==29&&_(A,a,Cb.h>=Ra.h):(a.b=46,ba(Ra,(Ra.h|0)-1|0),A.a=!0):(a.b=46,ba(Cb,(Cb.h|0)+1|0),A.a=!0);break;case 48:var fd=a.g,xc=a.i,Wd=fd.f;if(xc.b==30){var gd=xc.h|0,yc=0;
64
+ switch(Wd){case rc:case uc:case jb:yc=2;break;case sc:case vc:case kb:yc=3;break;case tc:case wc:case lb:yc=4;break}gd>-1&&gd<yc&&(M(a,s(db(p(new xi(21),r(fd)),'xyzw'[gd]),a.f)),A.a=!0)}break;case 49:var Yb=a.g,zc=a.i;Yb.b==30&&zc.b==30?_(A,a,(Yb.h|0)<(zc.h|0)):Yb.b==29&&zc.b==29&&_(A,a,Yb.h<zc.h);break;case 50:var Db=a.g,zb=a.i;Db.b^30?zb.b^30?Db.b==30&&zb.b==30?_(A,a,(Db.h|0)<=(zb.h|0)):Db.b==29&&zb.b==29&&_(A,a,Db.h<=zb.h):(a.b=49,ba(zb,(zb.h|0)+1|0),A.a=!0):(a.b=49,ba(Db,(Db.h|0)-1|0),A.a=!0);break;case 51:var Ea=a.g,Eb=a.i;Ea.b==28&&Xa(Ea)?(M(a,r(Eb)),A.a=!0):Ea.b==28&&Jb(Ea)?_(A,a,!1):Ea.b==28&&Eb.b==28&&_(A,a,!!Ea.h&&!!Eb.h);break;case 52:var bb=a.g,hd=a.i;bb.b==28&&Jb(bb)?(M(a,r(hd)),A.a=!0):bb.b==28&&Xa(bb)?_(A,a,!0):bb.b==28&&hd.b==28&&_(A,a,!!bb.h&&!!hd.h);break;case 53:var Dc=a.g,id=a.i;Dc.b==28&&id.b==28&&_(A,a,!!Dc.h!=!!id.h);break;case 54:var Ab=a.g,Zb=a.i;Ab.b==30&&(Ab.h|0)==1?(M(a,r(Zb)),A.a=!0):Zb.b==30&&(Zb.h|0)==1?(M(a,r(Ab)),A.a=!0):Ab.b==30&&Zb.b==30?Qb(A,a,di(Ab.h|0,Zb.h|0)):Ab.b==29&&Zb.b==29&&Pb(A,
65
+ a,Ab.h*Zb.h);break;case 55:var Ac=a.g,_b=a.i;sa(Ac,_b)&&ra(Ac)?(_(A,a,!1),A.a=!0):Ac.b==30&&_b.b==30?_(A,a,(Ac.h|0)!=(_b.h|0)):Ac.b==29&&_b.b==29&&_(A,a,Ac.h!=_b.h);break;case 59:var Bc=a.g,Fb=a.i;kc(Bc,0)?(M(a,s(p(new xi(33),r(Fb)),a.f)),A.a=!0):kc(Fb,0)?(M(a,r(Bc)),A.a=!0):Bc.b==30&&Fb.b==30?Qb(A,a,(Bc.h|0)-(Fb.h|0)|0):Bc.b==29&&Fb.b==29&&Pb(A,a,Bc.h-Fb.h);break}}function _(c,a,b){M(a,s(s(Ja(new xi(28),b),fa),fa)),c.a=!0}function Pb(c,a,b){M(a,s(s(qa(new xi(29),b),ga),ga)),c.a=!0}function Qb(c,a,b){M(a,s(s(ba(new xi(30),b),ha),ha)),c.a=!0}function Tc(b,a){a.b==3&&Cd(a)&&(ja(a,r(a.g)),b.a=!0)}function cf(b,a){Sa(b.c,a.c,a)}function eh(b,a){Sa(b.c,a.c,a)}function Pd(c,a){var b=Ha(c.c,a,null);return b||c.b&&Pd(c.b,a)}function Uc(a){return new Ei(a,0,a.b.length)}function fh(d,a){if(Qd(d),a<0||a>=d.d.length)return'';var b=d.d[a],c=(a+1|0)<d.d.length?d.d[a+1|0]-1|0:d.b.length;return d.b.slice(b,c)}function Rb(h,a){Qd(h);for(var b=h.d.length,c=0;b>0;){var d=b/2|0,e=c+d|0;h.d[e]<=a?(c=e+1|0,b=(b-d|0)-1|0):b=d}var f=c>0?a-h.d[c-1|0]|0:a;
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+ return new Ki(c-1|0,f)}function Sb(d,a,b){if(Qd(d),a>-1&&a<d.d.length){var c=d.d[a];if(b>-1&&(c+b|0)<((a+1|0)<d.d.length?d.d[a+1|0]:d.b.length))return c+b|0}return-1}function Qd(b){if(!b.d){b.d=[0];for(var a=0,c=b.b.length;a<c;a=a+1|0)b.b.charCodeAt(a)^10||b.d.push(a+1|0)}}function Rd(a){switch(a){case 2:return Qh;case 3:return Rh;case 4:return Sh}return null}function Sd(a,b){switch(a){case fa:switch(b){case 1:return fa;case 2:return rc;case 3:return sc;case 4:return tc}break;case ga:switch(b){case 1:return ga;case 2:return jb;case 3:return kb;case 4:return lb}break;case ha:switch(b){case 1:return ha;case 2:return uc;case 3:return vc;case 4:return wc}break;case cc:switch(b){case 1:return cc;case 2:return bd;case 3:return cd;case 4:return dd}break}return null}function df(a){return (a.e&4097)!=0||(a.e&32)!=0&&a.d.a==1}function Td(a){return a instanceof ef&&(a.B==0||a.B==2)}function z(a){return a.m||(a.m=new Pi(a,null,0)),a.m}function hh(c,a){if(c.n.length^a.n.length)return!1;for(var b=0,d=c.n.length;b<d;b=b+1|0)if(c.n[b].o.f!=a.n[b].o.f)return!1;
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+ return!0}function V(a){var b;return (b=a.N)&&b.g}function qc(a,b,c){for(var d=b.b.split(Th),e=[],f=null,h=0,l=0,m=0,ca=d.length;m<ca;m=m+1|0){var g=d[m],i=g.length,n=l+i|0,k=new Ei(b,l,n);if(m%2){var q=g.charCodeAt(0);if(q>64&&q<91||q>96&&q<123||q==95){var u=Ha(jh,g,130);u^130?e.push(new Ni(k,u,f)):kh.has(g)?hg(a,k):e.push(new Ni(k,126,f))}else if(q^64){if(q>47&&q<58||q==46&&i>1)Uh.test(g)?(q=g.charCodeAt(i-1|0),e.push(new Ni(k,q==117||q==85?128:127,f))):e.push(new Ni(k,125,f));else if(q^35){if(q^34){var o=Ha(Vh,g,130);o^130||(g.startsWith('//')?c^1?(f||(f=[])).push(k):o=0:g.startsWith('/*')&&(c^1?(f||(f=[])).push(k):o=1)),o^130&&e.push(new Ni(k,o,f))}else e.push(new Ni(k,129,f))}else{var B=124;switch(g){case'#version':B=122;break;case'#extension':B=121;break;case'#include':B=123;break}e.push(new Ni(k,B,f))}}else{var w=71;switch(g){case'@vertex':w=74;break;case'@fragment':w=73;break}e.push(new Ni(k,w,f))}}else if(g!=''){t(a,k,'Syntax error "'+g+'"');break}e.length^h&&(f=null,h=e.length),l=n}var N=0;if(e.length>2){
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85
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87
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