forked from blender/blender
GPU: GLSL-C++ compilation stubs #4
@ -495,3 +495,26 @@ template<typename T, int C, int R> float determinant(MatBase<T, C, R>) {}
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template<typename T, int C, int R> MatBase<T, C, R> inverse(MatBase<T, C, R>) {}
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template<typename T, int C, int R> MatBase<T, C, R> inverse(MatBase<T, C, R>) {}
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template<typename T, int C, int R> MatBase<T, R, C> transpose(MatBase<T, C, R>) {}
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template<typename T, int C, int R> MatBase<T, R, C> transpose(MatBase<T, C, R>) {}
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#endif
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#endif
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/* Vertex Shader Special Variables. */
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const int gl_VertexID;
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const int gl_InstanceID;
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const int gl_BaseVertex;
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const int gl_BaseInstance;
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float4 gl_Position;
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float gl_PointSize;
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/* Fragment Shader Special Variables. */
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const float4 gl_FragCoord;
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const bool gl_FrontFacing;
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const float2 gl_PointCoord;
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const int gl_PrimitiveID;
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float gl_FragDepth;
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/* Read-only in Fragment Shader and write-only in vertex shader. */
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float gl_ClipDistance[];
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float gl_CullDistance[];
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/* Use GPU variant as they can be emulated. */
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int gpu_Layer;
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int gpu_ViewportIndex;
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/* Keywords. */
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void discard;
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