OpenGL: remove BIT_OPERATIONS check from GLSL
Since the upgrade we can use bitwise operations without checking. No more lame fallbacks!
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@@ -225,10 +225,6 @@ static void gpu_shader_standard_defines(char defines[MAX_DEFINE_LENGTH],
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if (GPU_bicubic_bump_support())
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strcat(defines, "#define BUMP_BICUBIC\n");
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if (GLEW_VERSION_3_0) {
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strcat(defines, "#define BIT_OPERATIONS\n");
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}
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#ifdef WITH_OPENSUBDIV
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/* TODO(sergey): Check whether we actually compiling shader for
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* the OpenSubdiv mesh.
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@@ -2454,7 +2454,6 @@ int quick_floor(float x)
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return int(x) - ((x < 0) ? 1 : 0);
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}
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#ifdef BIT_OPERATIONS
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float integer_noise(int n)
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{
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int nn;
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@@ -2519,7 +2518,6 @@ vec3 cellnoise_color(vec3 p)
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return vec3(r, g, b);
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}
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#endif // BIT_OPERATIONS
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float floorfrac(float x, out int i)
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{
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@@ -3092,7 +3090,6 @@ void node_tex_checker(vec3 co, vec4 color1, vec4 color2, float scale, out vec4 c
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fac = check ? 1.0 : 0.0;
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}
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#ifdef BIT_OPERATIONS
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vec2 calc_brick_texture(vec3 p, float mortar_size, float mortar_smooth, float bias,
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float brick_width, float row_height,
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float offset_amount, int offset_frequency,
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@@ -3128,7 +3125,6 @@ vec2 calc_brick_texture(vec3 p, float mortar_size, float mortar_smooth, float bi
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return vec2(tint, smoothstep(0.0, mortar_smooth, min_dist));
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}
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}
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#endif
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void node_tex_brick(vec3 co,
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vec4 color1, vec4 color2,
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@@ -3139,7 +3135,6 @@ void node_tex_brick(vec3 co,
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float squash_amount, float squash_frequency,
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out vec4 color, out float fac)
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{
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#ifdef BIT_OPERATIONS
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vec2 f2 = calc_brick_texture(co * scale,
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mortar_size, mortar_smooth, bias,
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brick_width, row_height,
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@@ -3153,10 +3148,6 @@ void node_tex_brick(vec3 co,
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}
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color = mix(color1, mortar, f);
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fac = f;
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#else
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color = vec4(1.0);
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fac = 1.0;
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#endif
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}
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void node_tex_clouds(vec3 co, float size, out vec4 color, out float fac)
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@@ -3352,7 +3343,6 @@ void node_tex_magic(vec3 co, float scale, float distortion, float depth, out vec
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fac = (color.x + color.y + color.z) / 3.0;
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}
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#ifdef BIT_OPERATIONS
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float noise_fade(float t)
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{
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return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
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@@ -3443,11 +3433,9 @@ float noise_turbulence(vec3 p, float octaves, int hard)
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return sum;
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}
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}
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#endif // BIT_OPERATIONS
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void node_tex_noise(vec3 co, float scale, float detail, float distortion, out vec4 color, out float fac)
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{
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#ifdef BIT_OPERATIONS
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vec3 p = co * scale;
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int hard = 0;
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if (distortion != 0.0) {
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@@ -3463,15 +3451,8 @@ void node_tex_noise(vec3 co, float scale, float detail, float distortion, out ve
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noise_turbulence(vec3(p.y, p.x, p.z), detail, hard),
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noise_turbulence(vec3(p.y, p.z, p.x), detail, hard),
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1);
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#else // BIT_OPERATIONS
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color = vec4(1.0);
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fac = 1.0;
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#endif // BIT_OPERATIONS
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}
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#ifdef BIT_OPERATIONS
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/* Musgrave fBm
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*
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* H: fractal increment parameter
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@@ -3656,7 +3637,6 @@ float svm_musgrave(int type,
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return intensity * noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, offset);
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return 0.0;
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}
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#endif // #ifdef BIT_OPERATIONS
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void node_tex_musgrave(vec3 co,
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float scale,
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@@ -3669,7 +3649,6 @@ void node_tex_musgrave(vec3 co,
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out vec4 color,
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out float fac)
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{
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#ifdef BIT_OPERATIONS
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fac = svm_musgrave(int(type),
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dimension,
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lacunarity,
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@@ -3678,9 +3657,6 @@ void node_tex_musgrave(vec3 co,
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1.0,
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gain,
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co * scale);
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#else
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fac = 1.0;
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#endif
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color = vec4(fac, fac, fac, 1.0);
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}
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@@ -3692,7 +3668,6 @@ void node_tex_sky(vec3 co, out vec4 color)
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void node_tex_voronoi(vec3 co, float scale, float coloring, out vec4 color, out float fac)
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{
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#ifdef BIT_OPERATIONS
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vec3 p = co * scale;
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int xx, yy, zz, xi, yi, zi;
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float da[4];
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@@ -3757,13 +3732,8 @@ void node_tex_voronoi(vec3 co, float scale, float coloring, out vec4 color, out
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color = vec4(cellnoise_color(pa[0]), 1);
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fac = (color.x + color.y + color.z) * (1.0 / 3.0);
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}
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#else // BIT_OPERATIONS
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color = vec4(1.0);
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fac = 1.0;
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#endif // BIT_OPERATIONS
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}
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#ifdef BIT_OPERATIONS
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float calc_wave(vec3 p, float distortion, float detail, float detail_scale, int wave_type, int wave_profile)
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{
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float n;
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@@ -3785,22 +3755,16 @@ float calc_wave(vec3 p, float distortion, float detail, float detail_scale, int
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return (n < 0.0) ? n + 1.0 : n;
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}
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}
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#endif // BIT_OPERATIONS
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void node_tex_wave(
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vec3 co, float scale, float distortion, float detail, float detail_scale, float wave_type, float wave_profile,
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out vec4 color, out float fac)
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{
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#ifdef BIT_OPERATIONS
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float f;
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f = calc_wave(co * scale, distortion, detail, detail_scale, int(wave_type), int(wave_profile));
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color = vec4(f, f, f, 1.0);
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fac = f;
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#else // BIT_OPERATIONS
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color = vec4(1.0);
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fac = 1;
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#endif // BIT_OPERATIONS
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}
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/* light path */
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