vec2 select2(vec2 a, vec2 b, bvec2 c) { vec2 ret; ret.x = c.x ? b.x : a.x; ret.y = c.y ? b.y : a.y; return ret; } vec3 select3(vec3 a, vec3 b, bvec3 c) { vec3 ret; ret.x = c.x ? b.x : a.x; ret.y = c.y ? b.y : a.y; ret.z = c.z ? b.z : a.z; return ret; } vec4 select4(vec4 a, vec4 b, bvec4 c) { vec4 ret; ret.x = c.x ? b.x : a.x; ret.y = c.y ? b.y : a.y; ret.z = c.z ? b.z : a.z; ret.w = c.w ? b.w : a.w; return ret; } highp vec4 texel2DFetch(highp sampler2D tex, ivec2 size, ivec2 coord) { float x_coord = float(2 * coord.x + 1) / float(size.x * 2); float y_coord = float(2 * coord.y + 1) / float(size.y * 2); return texture2DLod(tex, vec2(x_coord, y_coord), 0.0); } #ifndef USE_GLES_OVER_GL highp mat4 transpose(highp mat4 src) { return mat4( vec4(src[0].x, src[1].x, src[2].x, src[3].x), vec4(src[0].y, src[1].y, src[2].y, src[3].y), vec4(src[0].z, src[1].z, src[2].z, src[3].z), vec4(src[0].w, src[1].w, src[2].w, src[3].w)); } #endif