From: Michal Krol Date: Wed, 13 Apr 2005 12:59:58 +0000 (+0000) Subject: cosmetic changes; X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=f18d70b80493bf795e901424231b0e157251e0ad;p=mesa.git cosmetic changes; change first parameter's qualifier from inout to out for __operator =; remove __asm instructions: int_add, int_multiply, int_divide, int_negate, int_less, int_equal, bool_equal; --- diff --git a/src/mesa/shader/slang/library/gc_to_string.py b/src/mesa/shader/slang/library/gc_to_string.py index ab4bdd97b30..ecbfbb078ac 100644 --- a/src/mesa/shader/slang/library/gc_to_string.py +++ b/src/mesa/shader/slang/library/gc_to_string.py @@ -1,4 +1,4 @@ -#!/usr/bin/python2 +#!/usr/bin/python # Mesa 3-D graphics library # Version: 6.3 diff --git a/src/mesa/shader/slang/library/slang_core.gc b/src/mesa/shader/slang/library/slang_core.gc index 3a18673ed6b..558ca5440fa 100755 --- a/src/mesa/shader/slang/library/slang_core.gc +++ b/src/mesa/shader/slang/library/slang_core.gc @@ -151,7 +151,7 @@ float __constructor (const float _f) { // // If there is a single scalar parameter to a vector constructor, it is used to initialize all -// components of the constructed vector to that scalar’s value. +// components of the constructed vector to that scalar's value. // // If the basic type (bool, int, or float) of a parameter to a constructor does not match the basic // type of the object being constructed, the scalar construction rules (above) are used to convert @@ -268,7 +268,7 @@ bvec4 __constructor (const int _i) { // // If there is a single scalar parameter to a matrix constructor, it is used to initialize all the -// components on the matrix’s diagonal, with the remaining components initialized to 0.0. +// components on the matrix's diagonal, with the remaining components initialized to 0.0. // (...) Matrices will be constructed in column major order. It is an error to construct matrices // from other matrices. This is reserved for future use. // @@ -369,68 +369,68 @@ mat4 __constructor (const bool _b) { // assignment. // -void __operator = (inout float a, const float b) { - __asm float_copy a, b; +void __operator = (out float a, const float b) { + __asm float_copy a, b; } -void __operator = (inout int a, const int b) { - __asm int_copy a, b; +void __operator = (out int a, const int b) { + __asm int_copy a, b; } -void __operator = (inout bool a, const bool b) { - __asm bool_copy a, b; +void __operator = (out bool a, const bool b) { + __asm bool_copy a, b; } -void __operator = (inout vec2 v, const vec2 u) { - v.x = u.x, v.y = u.y; +void __operator = (out vec2 v, const vec2 u) { + v.x = u.x, v.y = u.y; } -void __operator = (inout vec3 v, const vec3 u) { - v.x = u.x, v.y = u.y, v.z = u.z; +void __operator = (out vec3 v, const vec3 u) { + v.x = u.x, v.y = u.y, v.z = u.z; } -void __operator = (inout vec4 v, const vec4 u) { - v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w; +void __operator = (out vec4 v, const vec4 u) { + v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w; } -void __operator = (inout ivec2 v, const ivec2 u) { - v.x = u.x, v.y = u.y; +void __operator = (out ivec2 v, const ivec2 u) { + v.x = u.x, v.y = u.y; } -void __operator = (inout ivec3 v, const ivec3 u) { - v.x = u.x, v.y = u.y, v.z = u.z; +void __operator = (out ivec3 v, const ivec3 u) { + v.x = u.x, v.y = u.y, v.z = u.z; } -void __operator = (inout ivec4 v, const ivec4 u) { - v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w; +void __operator = (out ivec4 v, const ivec4 u) { + v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w; } -void __operator = (inout bvec2 v, const bvec2 u) { - v.x = u.x, v.y = u.y; +void __operator = (out bvec2 v, const bvec2 u) { + v.x = u.x, v.y = u.y; } -void __operator = (inout bvec3 v, const bvec3 u) { - v.x = u.x, v.y = u.y, v.z = u.z; +void __operator = (out bvec3 v, const bvec3 u) { + v.x = u.x, v.y = u.y, v.z = u.z; } -void __operator = (inout bvec4 v, const bvec4 u) { - v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w; +void __operator = (out bvec4 v, const bvec4 u) { + v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w; } -void __operator = (inout mat2 m, const mat2 n) { - m[0] = n[0], m[1] = n[1]; +void __operator = (out mat2 m, const mat2 n) { + m[0] = n[0], m[1] = n[1]; } -void __operator = (inout mat3 m, const mat3 n) { - m[0] = n[0], m[1] = n[1], m[2] = n[2]; +void __operator = (out mat3 m, const mat3 n) { + m[0] = n[0], m[1] = n[1], m[2] = n[2]; } -void __operator = (inout mat4 m, const mat4 n) { - m[0] = n[0], m[1] = n[1], m[2] = n[2], m[3] = n[3]; +void __operator = (out mat4 m, const mat4 n) { + m[0] = n[0], m[1] = n[1], m[2] = n[2], m[3] = n[3]; } // -// • The arithmetic assignments add into (+=), subtract from (-=), multiply into (*=), and divide +// * The arithmetic assignments add into (+=), subtract from (-=), multiply into (*=), and divide // into (/=). The variable and expression must be the same floating-point or integer type, ... // @@ -451,7 +451,7 @@ void __operator /= (inout float a, const float b) { } void __operator += (inout int x, const int y) { - __asm int_add x, y; + x = int (float (x) + float (y)); } void __operator -= (inout int x, const int y) { @@ -459,11 +459,11 @@ void __operator -= (inout int x, const int y) { } void __operator *= (inout int x, const int y) { - __asm int_multiply x, y; + x = int (float (x) * float (y)); } void __operator /= (inout int x, const int y) { - __asm int_divide x, y; + x = int (float (x) / float (y)); } void __operator += (inout vec2 v, const vec2 u) { @@ -735,7 +735,7 @@ void __operator *= (inout vec4 v, const mat4 m) { // // -// • The arithmetic binary operators add (+), subtract (-), multiply (*), and divide (/), that +// * The arithmetic binary operators add (+), subtract (-), multiply (*), and divide (/), that // operate on integer and floating-point typed expressions (including vectors and matrices). // The two operands must be the same type, (...) Additionally, for multiply (*) (...) If one // operand is scalar and the other is a vector or matrix, the scalar is applied component-wise @@ -1154,9 +1154,9 @@ ivec4 __operator / (const ivec4 v, const int b) { // as the expressions they operate on. // // [When:] -// • the left argument is a floating-point vector and the right is a matrix with a compatible +// * the left argument is a floating-point vector and the right is a matrix with a compatible // dimension in which case the * operator will do a row vector matrix multiplication. -// • the left argument is a matrix and the right is a floating-point vector with a compatible +// * the left argument is a matrix and the right is a floating-point vector with a compatible // dimension in which case the * operator will do a column vector matrix multiplication. // @@ -1294,7 +1294,7 @@ mat4 __operator * (const mat4 m, const mat4 n) { } // -// • The arithmetic unary operators negate (-), post- and pre-increment and decrement (-- and +// * The arithmetic unary operators negate (-), post- and pre-increment and decrement (-- and // ++) that operate on integer or floating-point values (including vectors and matrices). These // result with the same type they operated on. For post- and pre-increment and decrement, the // expression must be one that could be assigned to (an l-value). Pre-increment and predecrement @@ -1302,7 +1302,7 @@ mat4 __operator * (const mat4 m, const mat4 n) { // value of the pre-increment or pre-decrement expression is the resulting value of that // modification. Post-increment and post-decrement expressions add or subtract 1 or 1.0 to // the contents of the expression they operate on, but the resulting expression has the -// expression’s value before the post-increment or post-decrement was executed. +// expression's value before the post-increment or post-decrement was executed. // // [NOTE: postfix increment and decrement operators take additional dummy int parameter to // distinguish their prototypes from prefix ones.] @@ -1315,9 +1315,7 @@ float __operator - (const float a) { } int __operator - (const int a) { - int c = a; - __asm int_negate c; - return c; + return int (-float (a)); } vec2 __operator - (const vec2 v) { @@ -1541,9 +1539,9 @@ mat4 __operator ++ (inout mat4 m, const int) { } // -// • The relational operators greater than (>), less than (<), greater than or equal (>=), and less +// * The relational operators greater than (>), less than (<), greater than or equal (>=), and less // than or equal (<=) operate only on scalar integer and scalar floating-point expressions. The -// result is scalar Boolean. The operands’ types must match. To do component-wise +// result is scalar Boolean. The operands' types must match. To do component-wise // comparisons on vectors, use the built-in functions lessThan, lessThanEqual, // greaterThan, and greaterThanEqual. // @@ -1555,9 +1553,7 @@ bool __operator < (const float a, const float b) { } bool __operator < (const int a, const int b) { - bool c; - __asm int_less c, a, b; - return c; + return float (a) < float (b); } bool __operator > (const float a, const float b) { @@ -1585,140 +1581,136 @@ bool __operator <= (const int a, const int b) { } // -// • The equality operators equal (==), and not equal (!=) operate on all types except arrays. +// * The equality operators equal (==), and not equal (!=) operate on all types except arrays. // They result in a scalar Boolean. For vectors, matrices, and structures, all components of the // operands must be equal for the operands to be considered equal. To get component-wise // equality results for vectors, use the built-in functions equal and notEqual. // bool __operator == (const float a, const float b) { - bool c; - __asm float_equal c, a, b; - return c; + bool c; + __asm float_equal c, a, b; + return c; } bool __operator == (const int a, const int b) { - bool c; - __asm int_equal c, a, b; - return c; + return float (a) == float (b); } bool __operator == (const bool a, const bool b) { - bool c; - __asm bool_equal c, a, b; - return c; + return float (a) == float (b); } bool __operator == (const vec2 v, const vec2 u) { - return v.x == u.x && v.y == u.y; + return v.x == u.x && v.y == u.y; } bool __operator == (const vec3 v, const vec3 u) { - return v.x == u.x && v.y == u.y && v.z == u.z; + return v.x == u.x && v.y == u.y && v.z == u.z; } bool __operator == (const vec4 v, const vec4 u) { - return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w; + return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w; } bool __operator == (const ivec2 v, const ivec2 u) { - return v.x == u.x && v.y == u.y; + return v.x == u.x && v.y == u.y; } bool __operator == (const ivec3 v, const ivec3 u) { - return v.x == u.x && v.y == u.y && v.z == u.z; + return v.x == u.x && v.y == u.y && v.z == u.z; } bool __operator == (const ivec4 v, const ivec4 u) { - return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w; + return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w; } bool __operator == (const bvec2 v, const bvec2 u) { - return v.x == u.x && v.y == u.y; + return v.x == u.x && v.y == u.y; } bool __operator == (const bvec3 v, const bvec3 u) { - return v.x == u.x && v.y == u.y && v.z == u.z; + return v.x == u.x && v.y == u.y && v.z == u.z; } bool __operator == (const bvec4 v, const bvec4 u) { - return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w; + return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w; } bool __operator == (const mat2 m, const mat2 n) { - return m[0] == n[0] && m[1] == n[1]; + return m[0] == n[0] && m[1] == n[1]; } bool __operator == (const mat3 m, const mat3 n) { - return m[0] == n[0] && m[1] == n[1] && m[2] == n[2]; + return m[0] == n[0] && m[1] == n[1] && m[2] == n[2]; } bool __operator == (const mat4 m, const mat4 n) { - return m[0] == n[0] && m[1] == n[1] && m[2] == n[2] && m[3] == n[3]; + return m[0] == n[0] && m[1] == n[1] && m[2] == n[2] && m[3] == n[3]; } bool __operator != (const float a, const float b) { - return !(a == b); + return !(a == b); } bool __operator != (const int a, const int b) { - return !(a == b); + return !(a == b); } bool __operator != (const bool a, const bool b) { - return !(a == b); + return !(a == b); } bool __operator != (const vec2 v, const vec2 u) { - return v.x != u.x || v.y != u.y; + return v.x != u.x || v.y != u.y; } bool __operator != (const vec3 v, const vec3 u) { - return v.x != u.x || v.y != u.y || v.z != u.z; + return v.x != u.x || v.y != u.y || v.z != u.z; } bool __operator != (const vec4 v, const vec4 u) { - return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w; + return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w; } bool __operator != (const ivec2 v, const ivec2 u) { - return v.x != u.x || v.y != u.y; + return v.x != u.x || v.y != u.y; } bool __operator != (const ivec3 v, const ivec3 u) { - return v.x != u.x || v.y != u.y || v.z != u.z; + return v.x != u.x || v.y != u.y || v.z != u.z; } bool __operator != (const ivec4 v, const ivec4 u) { - return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w; + return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w; } bool __operator != (const bvec2 v, const bvec2 u) { - return v.x != u.x || v.y != u.y; + return v.x != u.x || v.y != u.y; } bool __operator != (const bvec3 v, const bvec3 u) { - return v.x != u.x || v.y != u.y || v.z != u.z; + return v.x != u.x || v.y != u.y || v.z != u.z; } bool __operator != (const bvec4 v, const bvec4 u) { - return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w; + return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w; } bool __operator != (const mat2 m, const mat2 n) { - return m[0] != n[0] || m[1] != n[1]; + return m[0] != n[0] || m[1] != n[1]; } bool __operator != (const mat3 m, const mat3 n) { - return m[0] != n[0] || m[1] != n[1] || m[2] != n[2]; + return m[0] != n[0] || m[1] != n[1] || m[2] != n[2]; } bool __operator != (const mat4 m, const mat4 n) { - return m[0] != n[0] || m[1] != n[1] || m[2] != n[2] || m[3] != n[3]; + return m[0] != n[0] || m[1] != n[1] || m[2] != n[2] || m[3] != n[3]; } // -// • The logical binary operators and (&&), or ( | | ), and exclusive or (^^). They operate only +// * The logical binary operators and (&&), or ( | | ), and exclusive or (^^). They operate only // on two Boolean expressions and result in a Boolean expression. And (&&) will only // evaluate the right hand operand if the left hand operand evaluated to true. Or ( | | ) will // only evaluate the right hand operand if the left hand operand evaluated to false. Exclusive or @@ -1741,11 +1733,11 @@ bool __operator ^^ (const bool a, const bool b) { // // -// • The logical unary operator not (!). It operates only on a Boolean expression and results in a +// * The logical unary operator not (!). It operates only on a Boolean expression and results in a // Boolean expression. To operate on a vector, use the built-in function not. // bool __operator ! (const bool a) { return a == false; } - + diff --git a/src/mesa/shader/slang/library/slang_core_gc.h b/src/mesa/shader/slang/library/slang_core_gc.h new file mode 100644 index 00000000000..9dd3a893426 --- /dev/null +++ b/src/mesa/shader/slang/library/slang_core_gc.h @@ -0,0 +1,1743 @@ +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"int __constructor (const float _f) {\n" +" int _i;\n" +" __asm float_to_int _i, _f;\n" +" return _i;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bool __constructor (const int _i) {\n" +" return _i != 0;\n" +"}\n" +"\n" +"bool __constructor (const float _f) {\n" +" return _f != 0.0;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"int __constructor (const bool _b) {\n" +" return _b ? 1 : 0;\n" +"}\n" +"\n" +"float __constructor (const bool _b) {\n" +" return _b ? 1.0 : 0.0;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float __constructor (const int _i) {\n" +" float _f;\n" +" __asm int_to_float _f, _i;\n" +" return _f;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bool __constructor (const bool _b) {\n" +" return _b;\n" +"}\n" +"\n" +"int __constructor (const int _i) {\n" +" return _i;\n" +"}\n" +"\n" +"float __constructor (const float _f) {\n" +" return _f;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec2 __constructor (const float _f) {\n" +" return vec2 (_f, _f);\n" +"}\n" +"\n" +"vec2 __constructor (const int _i) {\n" +" return vec2 (_i, _i);\n" +"}\n" +"\n" +"vec2 __constructor (const bool _b) {\n" +" return vec2 (_b, _b);\n" +"}\n" +"\n" +"vec3 __constructor (const float _f) {\n" +" return vec3 (_f, _f, _f);\n" +"}\n" +"\n" +"vec3 __constructor (const int _i) {\n" +" return vec3 (_i, _i, _i);\n" +"}\n" +"\n" +"vec3 __constructor (const bool _b) {\n" +" return vec3 (_b, _b, _b);\n" +"}\n" +"\n" +"vec4 __constructor (const float _f) {\n" +" return vec4 (_f, _f, _f, _f);\n" +"}\n" +"\n" +"vec4 __constructor (const int _i) {\n" +" return vec4 (_i, _i, _i, _i);\n" +"}\n" +"\n" +"vec4 __constructor (const bool _b) {\n" +" return vec4 (_b, _b, _b, _b);\n" +"}\n" +"\n" +"ivec2 __constructor (const int _i) {\n" +" return ivec2 (_i, _i);\n" +"}\n" +"\n" +"ivec2 __constructor (const float _f) {\n" +" return ivec2 (_f, _f);\n" +"}\n" +"\n" +"ivec2 __constructor (const bool _b) {\n" +" return ivec2 (_b, _b);\n" +"}\n" +"\n" +"ivec3 __constructor (const int _i) {\n" +" return ivec3 (_i, _i, _i);\n" +"}\n" +"\n" +"ivec3 __constructor (const float _f) {\n" +" return ivec3 (_f, _f, _f);\n" +"}\n" +"\n" +"ivec3 __constructor (const bool _b) {\n" +" return ivec3 (_b, _b, _b);\n" +"}\n" +"\n" +"ivec4 __constructor (const int _i) {\n" +" return ivec4 (_i, _i, _i, _i);\n" +"}\n" +"\n" +"ivec4 __constructor (const float _f) {\n" +" return ivec4 (_f, _f, _f, _f);\n" +"}\n" +"\n" +"ivec4 __constructor (const bool _b) {\n" +" return ivec4 (_b, _b, _b, _b);\n" +"}\n" +"\n" +"bvec2 __constructor (const bool _b) {\n" +" return bvec2 (_b, _b);\n" +"}\n" +"\n" +"bvec2 __constructor (const float _f) {\n" +" return bvec2 (_f, _f);\n" +"}\n" +"\n" +"bvec2 __constructor (const int _i) {\n" +" return bvec2 (_i, _i);\n" +"}\n" +"\n" +"bvec3 __constructor (const bool _b) {\n" +" return bvec3 (_b, _b, _b);\n" +"}\n" +"\n" +"bvec3 __constructor (const float _f) {\n" +" return bvec3 (_f, _f, _f);\n" +"}\n" +"\n" +"bvec3 __constructor (const int _i) {\n" +" return bvec3 (_i, _i, _i);\n" +"}\n" +"\n" +"bvec4 __constructor (const bool _b) {\n" +" return bvec4 (_b, _b, _b, _b);\n" +"}\n" +"\n" +"bvec4 __constructor (const float _f) {\n" +" return bvec4 (_f, _f, _f, _f);\n" +"}\n" +"\n" +"bvec4 __constructor (const int _i) {\n" +" return bvec4 (_i, _i, _i, _i);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"mat2 __constructor (const float _f) {\n" +" return mat2 (\n" +" _f, .0,\n" +" .0, _f\n" +" );\n" +"}\n" +"\n" +"mat2 __constructor (const int _i) {\n" +" return mat2 (\n" +" _i, .0,\n" +" .0, _i\n" +" );\n" +"}\n" +"\n" +"mat2 __constructor (const bool _b) {\n" +" return mat2 (\n" +" _b, .0,\n" +" .0, _b\n" +" );\n" +"}\n" +"\n" +"mat3 __constructor (const float _f) {\n" +" return mat3 (\n" +" _f, .0, .0,\n" +" .0, _f, .0,\n" +" .0, .0, _f\n" +" );\n" +"}\n" +"\n" +"mat3 __constructor (const int _i) {\n" +" return mat3 (\n" +" _i, .0, .0,\n" +" .0, _i, .0,\n" +" .0, .0, _i\n" +" );\n" +"}\n" +"\n" +"mat3 __constructor (const bool _b) {\n" +" return mat3 (\n" +" _b, .0, .0,\n" +" .0, _b, .0,\n" +" .0, .0, _b\n" +" );\n" +"}\n" +"\n" +"mat4 __constructor (const float _f) {\n" +" return mat4 (\n" +" _f, .0, .0, .0,\n" +" .0, _f, .0, .0,\n" +" .0, .0, _f, .0,\n" +" .0, .0, .0, _f\n" +" );\n" +"}\n" +"\n" +"mat4 __constructor (const int _i) {\n" +" return mat4 (\n" +" _i, .0, .0, .0,\n" +" .0, _i, .0, .0,\n" +" .0, .0, _i, .0,\n" +" .0, .0, .0, _i\n" +" );\n" +"}\n" +"\n" +"mat4 __constructor (const bool _b) {\n" +" return mat4 (\n" +" _b, .0, .0, .0,\n" +" .0, _b, .0, .0,\n" +" .0, .0, _b, .0,\n" +" .0, .0, .0, _b\n" +" );\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"void __operator = (out float a, const float b) {\n" +" __asm float_copy a, b;\n" +"}\n" +"\n" +"void __operator = (out int a, const int b) {\n" +" __asm int_copy a, b;\n" +"}\n" +"\n" +"void __operator = (out bool a, const bool b) {\n" +" __asm bool_copy a, b;\n" +"}\n" +"\n" +"void __operator = (out vec2 v, const vec2 u) {\n" +" v.x = u.x, v.y = u.y;\n" +"}\n" +"\n" +"void __operator = (out vec3 v, const vec3 u) {\n" +" v.x = u.x, v.y = u.y, v.z = u.z;\n" +"}\n" +"\n" +"void __operator = (out vec4 v, const vec4 u) {\n" +" v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w;\n" +"}\n" +"\n" +"void __operator = (out ivec2 v, const ivec2 u) {\n" +" v.x = u.x, v.y = u.y;\n" +"}\n" +"\n" +"void __operator = (out ivec3 v, const ivec3 u) {\n" +" v.x = u.x, v.y = u.y, v.z = u.z;\n" +"}\n" +"\n" +"void __operator = (out ivec4 v, const ivec4 u) {\n" +" v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w;\n" +"}\n" +"\n" +"void __operator = (out bvec2 v, const bvec2 u) {\n" +" v.x = u.x, v.y = u.y;\n" +"}\n" +"\n" +"void __operator = (out bvec3 v, const bvec3 u) {\n" +" v.x = u.x, v.y = u.y, v.z = u.z;\n" +"}\n" +"\n" +"void __operator = (out bvec4 v, const bvec4 u) {\n" +" v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w;\n" +"}\n" +"\n" +"void __operator = (out mat2 m, const mat2 n) {\n" +" m[0] = n[0], m[1] = n[1];\n" +"}\n" +"\n" +"void __operator = (out mat3 m, const mat3 n) {\n" +" m[0] = n[0], m[1] = n[1], m[2] = n[2];\n" +"}\n" +"\n" +"void __operator = (out mat4 m, const mat4 n) {\n" +" m[0] = n[0], m[1] = n[1], m[2] = n[2], m[3] = n[3];\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"void __operator += (inout float a, const float b) {\n" +" __asm float_add a, b;\n" +"}\n" +"\n" +"void __operator -= (inout float a, const float b) {\n" +" a += -b;\n" +"}\n" +"\n" +"void __operator *= (inout float a, const float b) {\n" +" __asm float_multiply a, b;\n" +"}\n" +"\n" +"void __operator /= (inout float a, const float b) {\n" +" __asm float_divide a, b;\n" +"}\n" +"\n" +"void __operator += (inout int x, const int y) {\n" +" x = int (float (x) + float (y));\n" +"}\n" +"\n" +"void __operator -= (inout int x, const int y) {\n" +" x += -y;\n" +"}\n" +"\n" +"void __operator *= (inout int x, const int y) {\n" +" x = int (float (x) * float (y));\n" +"}\n" +"\n" +"void __operator /= (inout int x, const int y) {\n" +" x = int (float (x) / float (y));\n" +"}\n" +"\n" +"void __operator += (inout vec2 v, const vec2 u) {\n" +" v.x += u.x, v.y += u.y;\n" +"}\n" +"\n" +"void __operator -= (inout vec2 v, const vec2 u) {\n" +" v.x -= u.x, v.y -= u.y;\n" +"}\n" +"\n" +"void __operator *= (inout vec2 v, const vec2 u) {\n" +" v.x *= u.x, v.y *= u.y;\n" +"}\n" +"\n" +"void __operator /= (inout vec2 v, const vec2 u) {\n" +" v.x /= u.x, v.y /= u.y;\n" +"}\n" +"\n" +"void __operator += (inout vec3 v, const vec3 u) {\n" +" v.x += u.x, v.y += u.y, v.z += u.z;\n" +"}\n" +"\n" +"void __operator -= (inout vec3 v, const vec3 u) {\n" +" v.x -= u.x, v.y -= u.y, v.z -= u.z;\n" +"}\n" +"\n" +"void __operator *= (inout vec3 v, const vec3 u) {\n" +" v.x *= u.x, v.y *= u.y, v.z *= u.z;\n" +"}\n" +"\n" +"void __operator /= (inout vec3 v, const vec3 u) {\n" +" v.x /= u.x, v.y /= u.y, v.z /= u.z;\n" +"}\n" +"\n" +"void __operator += (inout vec4 v, const vec4 u) {\n" +" v.x += u.x, v.y += u.y, v.z += u.z, v.w += u.w;\n" +"}\n" +"\n" +"void __operator -= (inout vec4 v, const vec4 u) {\n" +" v.x -= u.x, v.y -= u.y, v.z -= u.z, v.w -= u.w;\n" +"}\n" +"\n" +"void __operator *= (inout vec4 v, const vec4 u) {\n" +" v.x *= u.x, v.y *= u.y, v.z *= u.z, v.w *= u.w;\n" +"}\n" +"\n" +"void __operator /= (inout vec4 v, const vec4 u) {\n" +" v.x /= u.x, v.y /= u.y, v.z /= u.z, v.w /= u.w;\n" +"}\n" +"\n" +"void __operator += (inout ivec2 v, const ivec2 u) {\n" +" v.x += u.x, v.y += u.y;\n" +"}\n" +"\n" +"void __operator -= (inout ivec2 v, const ivec2 u) {\n" +" v.x -= u.x, v.y -= u.y;\n" +"}\n" +"\n" +"void __operator *= (inout ivec2 v, const ivec2 u) {\n" +" v.x *= u.x, v.y *= u.y;\n" +"}\n" +"\n" +"void __operator /= (inout ivec2 v, const ivec2 u) {\n" +" v.x /= u.x, v.y /= u.y;\n" +"}\n" +"\n" +"void __operator += (inout ivec3 v, const ivec3 u) {\n" +" v.x += u.x, v.y += u.y, v.z += u.z;\n" +"}\n" +"\n" +"void __operator -= (inout ivec3 v, const ivec3 u) {\n" +" v.x -= u.x, v.y -= u.y, v.z -= u.z;\n" +"}\n" +"\n" +"void __operator *= (inout ivec3 v, const ivec3 u) {\n" +" v.x *= u.x, v.y *= u.y, v.z *= u.z;\n" +"}\n" +"\n" +"void __operator /= (inout ivec3 v, const ivec3 u) {\n" +" v.x /= u.x, v.y /= u.y, v.z /= u.z;\n" +"}\n" +"\n" +"void __operator += (inout ivec4 v, const ivec4 u) {\n" +" v.x += u.x, v.y += u.y, v.z += u.z, v.w += u.w;\n" +"}\n" +"\n" +"void __operator -= (inout ivec4 v, const ivec4 u) {\n" +" v.x -= u.x, v.y -= u.y, v.z -= u.z, v.w -= u.w;\n" +"}\n" +"\n" +"void __operator *= (inout ivec4 v, const ivec4 u) {\n" +" v.x *= u.x, v.y *= u.y, v.z *= u.z, v.w *= u.w;\n" +"}\n" +"\n" +"void __operator /= (inout ivec4 v, const ivec4 u) {\n" +" v.x /= u.x, v.y /= u.y, v.z /= u.z, v.w /= u.w;\n" +"}\n" +"\n" +"void __operator += (inout mat2 m, const mat2 n) {\n" +" m[0] += n[0], m[1] += n[1];\n" +"}\n" +"\n" +"void __operator -= (inout mat2 v, const mat2 n) {\n" +" m[0] -= n[0], m[1] -= n[1];\n" +"}\n" +"\n" +"void __operator *= (inout mat2 m, const mat2 n) {\n" +" m = m * n;\n" +"}\n" +"\n" +"void __operator /= (inout mat2 m, const mat2 n) {\n" +" m[0] /= n[0], m[1] /= n[1];\n" +"}\n" +"\n" +"void __operator += (inout mat3 m, const mat3 n) {\n" +" m[0] += n[0], m[1] += n[1], m[2] += n[2];\n" +"}\n" +"\n" +"void __operator -= (inout mat3 m, const mat3 n) {\n" +" m[0] -= n[0], m[1] -= n[1], m[2] -= n[2];\n" +"}\n" +"\n" +"void __operator *= (inout mat3 m, const mat3 n) {\n" +" m = m * n;\n" +"}\n" +"\n" +"void __operator /= (inout mat3 m, const mat3 n) {\n" +" m[0] /= n[0], m[1] /= n[1], m[2] /= n[2];\n" +"}\n" +"\n" +"void __operator += (inout mat4 m, const mat4 n) {\n" +" m[0] += n[0], m[1] += n[1], m[2] += n[2], m[3] += n[3];\n" +"}\n" +"\n" +"void __operator -= (inout mat4 m, const mat4 n) {\n" +" m[0] -= n[0], m[1] -= n[1], m[2] -= n[2], m[3] -= n[3];\n" +"}\n" +"\n" +"void __operator *= (inout mat4 m, const mat4 n) {\n" +" m = m * n;\n" +"}\n" +"\n" +"void __operator /= (inout mat4 m, const mat4 n) {\n" +" m[0] /= n[0], m[1] /= n[1], m[2] /= n[2], m[3] /= n[3];\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"void __operator += (inout vec2 v, const float a) {\n" +" v.x += a, v.y += a;\n" +"}\n" +"\n" +"void __operator -= (inout vec2 v, const float a) {\n" +" v.x -= a, v.y -= a;\n" +"}\n" +"\n" +"void __operator *= (inout vec2 v, const float a) {\n" +" v.x *= a, v.y *= a;\n" +"}\n" +"\n" +"void __operator /= (inout vec2 v, const float a) {\n" +" v.x /= a, v.y /= a;\n" +"}\n" +"\n" +"void __operator += (inout vec3 v, const float a) {\n" +" v.x += a, v.y += a, v.z += a;\n" +"}\n" +"\n" +"void __operator -= (inout vec3 v, const float a) {\n" +" v.x -= a, v.y -= a, v.z -= a;\n" +"}\n" +"\n" +"void __operator *= (inout vec3 v, const float a) {\n" +" v.x *= a, v.y *= a, v.z *= a;\n" +"}\n" +"\n" +"void __operator /= (inout vec3 v, const float a) {\n" +" v.x /= a, v.y /= a, v.z /= a;\n" +"}\n" +"\n" +"void __operator += (inout vec4 v, const float a) {\n" +" v.x += a, v.y += a, v.z += a, v.w += a;\n" +"}\n" +"\n" +"void __operator -= (inout vec4 v, const float a) {\n" +" v.x -= a, v.y -= a, v.z -= a, v.w -= a;\n" +"}\n" +"\n" +"void __operator *= (inout vec4 v, const float a) {\n" +" v.x *= a, v.y *= a, v.z *= a, v.w *= a;\n" +"}\n" +"\n" +"void __operator /= (inout vec4 v, const float a) {\n" +" v.x /= a, v.y /= a, v.z /= a, v.w /= a;\n" +"}\n" +"\n" +"void __operator += (inout mat2 m, const float a) {\n" +" m[0] += a, m[1] += a;\n" +"}\n" +"\n" +"void __operator -= (inout mat2 m, const float a) {\n" +" m[0] -= a, m[1] -= a;\n" +"}\n" +"\n" +"void __operator *= (inout mat2 m, const float a) {\n" +" m[0] *= a, m[1] *= a;\n" +"}\n" +"\n" +"void __operator /= (inout mat2 m, const float a) {\n" +" m[0] /= a, m[1] /= a;\n" +"}\n" +"\n" +"void __operator += (inout mat3 m, const float a) {\n" +" m[0] += a, m[1] += a, m[2] += a;\n" +"}\n" +"\n" +"void __operator -= (inout mat3 m, const float a) {\n" +" m[0] -= a, m[1] -= a, m[2] -= a;\n" +"}\n" +"\n" +"void __operator *= (inout mat3 m, const float a) {\n" +" m[0] *= a, m[1] *= a, m[2] *= a;\n" +"}\n" +"\n" +"void __operator /= (inout mat3 m, const float a) {\n" +" m[0] /= a, m[1] /= a, m[2] /= a;\n" +"}\n" +"\n" +"void __operator += (inout mat4 m, const float a) {\n" +" m[0] += a, m[1] += a, m[2] += a, m[3] += a;\n" +"}\n" +"\n" +"void __operator -= (inout mat4 m, const float a) {\n" +" m[0] -= a, m[1] -= a, m[2] -= a, m[3] -= a;\n" +"}\n" +"\n" +"void __operator *= (inout mat4 m, const float a) {\n" +" m[0] *= a, m[1] *= a, m[2] *= a, m[3] *= a;\n" +"}\n" +"\n" +"void __operator /= (inout mat4 m, const float a) {\n" +" m[0] /= a, m[1] /= a, m[2] /= a, m[3] /= a;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"void __operator *= (inout vec2 v, const mat2 m) {\n" +" v = v * m;\n" +"}\n" +"\n" +"void __operator *= (inout vec3 v, const mat3 m) {\n" +" v = v * m;\n" +"}\n" +"\n" +"void __operator *= (inout vec4 v, const mat4 m) {\n" +" v = v * m;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float __operator + (const float a, const float b) {\n" +" float c = a;\n" +" return c += b;\n" +"}\n" +"\n" +"float __operator - (const float a, const float b) {\n" +" return a + -b;\n" +"}\n" +"\n" +"float __operator * (const float a, const float b) {\n" +" float c = a;\n" +" return c *= b;\n" +"}\n" +"\n" +"float __operator / (const float a, const float b) {\n" +" float c = a;\n" +" return c /= b;\n" +"}\n" +"\n" +"int __operator + (const int a, const int b) {\n" +" int c = a;\n" +" return c += b;\n" +"}\n" +"\n" +"int __operator - (const int x, const int y) {\n" +" return x + -y;\n" +"}\n" +"\n" +"int __operator * (const int x, const int y) {\n" +" int z = x;\n" +" return z *= y;\n" +"}\n" +"\n" +"int __operator / (const int x, const int y) {\n" +" int z = x;\n" +" return z /= y;\n" +"}\n" +"\n" +"vec2 __operator + (const vec2 v, const vec2 u) {\n" +" return vec2 (v.x + u.x, v.y + u.y);\n" +"}\n" +"\n" +"vec2 __operator - (const vec2 v, const vec2 u) {\n" +" return vec2 (v.x - u.x, v.y - u.y);\n" +"}\n" +"\n" +"vec3 __operator + (const vec3 v, const vec3 u) {\n" +" return vec3 (v.x + u.x, v.y + u.y, v.z + u.z);\n" +"}\n" +"\n" +"vec3 __operator - (const vec3 v, const vec3 u) {\n" +" return vec3 (v.x - u.x, v.y - u.y, v.z - u.z);\n" +"}\n" +"\n" +"vec4 __operator + (const vec4 v, const vec4 u) {\n" +" return vec4 (v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w);\n" +"}\n" +"\n" +"vec4 __operator - (const vec4 v, const vec4 u) {\n" +" return vec4 (v.x - u.x, v.y - u.y, v.z - u.z, v.w - u.w);\n" +"}\n" +"\n" +"ivec2 __operator + (const ivec2 v, const ivec2 u) {\n" +" return ivec2 (v.x + u.x, v.y + u.y);\n" +"}\n" +"\n" +"ivec2 __operator - (const ivec2 v, const ivec2 u) {\n" +" return ivec2 (v.x - u.x, v.y - u.y);\n" +"}\n" +"\n" +"ivec3 __operator + (const ivec3 v, const ivec3 u) {\n" +" return ivec3 (v.x + u.x, v.y + u.y, v.z + u.z);\n" +"}\n" +"\n" +"ivec3 __operator - (const ivec3 v, const ivec3 u) {\n" +" return ivec3 (v.x - u.x, v.y - u.y, v.z - u.z);\n" +"}\n" +"\n" +"ivec4 __operator + (const ivec4 v, const ivec4 u) {\n" +" return ivec4 (v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w);\n" +"}\n" +"\n" +"ivec4 __operator - (const ivec4 v, const ivec4 u) {\n" +" return ivec4 (v.x - u.x, v.y - u.y, v.z - u.z, v.w - u.w);\n" +"}\n" +"\n" +"mat2 __operator + (const mat2 m, const mat2 n) {\n" +" return mat2 (m[0] + n[0], m[1] + n[1]);\n" +"}\n" +"\n" +"mat2 __operator - (const mat2 m, const mat2 n) {\n" +" return mat2 (m[0] - n[0], m[1] - n[1]);\n" +"}\n" +"\n" +"mat3 __operator + (const mat3 m, const mat3 n) {\n" +" return mat3 (m[0] + n[0], m[1] + n[1], m[2] + n[2]);\n" +"}\n" +"\n" +"mat3 __operator - (const mat3 m, const mat3 n) {\n" +" return mat3 (m[0] - n[0], m[1] - n[1], m[2] - n[2]);\n" +"}\n" +"\n" +"mat4 __operator + (const mat4 m, const mat4 n) {\n" +" return mat4 (m[0] + n[0], m[1] + n[1], m[2] + n[2], m[3] + n[3]);\n" +"}\n" +"\n" +"mat4 __operator - (const mat4 m, const mat4 n) {\n" +" return mat4 (m[0] - n[0], m[1] - n[1], m[2] - n[2], m[3] - n[3]);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec2 __operator + (const float a, const vec2 u) {\n" +" return vec2 (a + u.x, a + u.y);\n" +"}\n" +"\n" +"vec2 __operator + (const vec2 v, const float b) {\n" +" return vec2 (v.x + b, v.y + b);\n" +"}\n" +"\n" +"vec2 __operator - (const float a, const vec2 u) {\n" +" return vec2 (a - u.x, a - u.y);\n" +"}\n" +"\n" +"vec2 __operator - (const vec2 v, const float b) {\n" +" return vec2 (v.x - b, v.y - b);\n" +"}\n" +"\n" +"vec2 __operator * (const float a, const vec2 u) {\n" +" return vec2 (a * u.x, a * u.y);\n" +"}\n" +"\n" +"vec2 __operator * (const vec2 v, const float b) {\n" +" return vec2 (v.x * b, v.y * b);\n" +"}\n" +"\n" +"vec2 __operator / (const float a, const vec2 u) {\n" +" return vec2 (a / u.x, a / u.y);\n" +"}\n" +"\n" +"vec2 __operator / (const vec2 v, const float b) {\n" +" return vec2 (v.x / b, v.y / b);\n" +"}\n" +"\n" +"vec3 __operator + (const float a, const vec3 u) {\n" +" return vec3 (a + u.x, a + u.y, a + u.z);\n" +"}\n" +"\n" +"vec3 __operator + (const vec3 v, const float b) {\n" +" return vec3 (v.x + b, v.y + b, v.z + b);\n" +"}\n" +"\n" +"vec3 __operator - (const float a, const vec3 u) {\n" +" return vec3 (a - u.x, a - u.y, a - u.z);\n" +"}\n" +"\n" +"vec3 __operator - (const vec3 v, const float b) {\n" +" return vec3 (v.x - b, v.y - b, v.z - b);\n" +"}\n" +"\n" +"vec3 __operator * (const float a, const vec3 u) {\n" +" return vec3 (a * u.x, a * u.y, a * u.z);\n" +"}\n" +"\n" +"vec3 __operator * (const vec3 v, const float b) {\n" +" return vec3 (v.x * b, v.y * b, v.z * b);\n" +"}\n" +"\n" +"vec3 __operator / (const float a, const vec3 u) {\n" +" return vec3 (a / u.x, a / u.y, a / u.z);\n" +"}\n" +"\n" +"vec3 __operator / (const vec3 v, const float b) {\n" +" return vec3 (v.x / b, v.y / b, v.z / b);\n" +"}\n" +"\n" +"vec4 __operator + (const float a, const vec4 u) {\n" +" return vec4 (a + u.x, a + u.y, a + u.z, a + u.w);\n" +"}\n" +"\n" +"vec4 __operator + (const vec4 v, const float b) {\n" +" return vec4 (v.x + b, v.y + b, v.z + b, v.w + b);\n" +"}\n" +"\n" +"vec4 __operator - (const float a, const vec4 u) {\n" +" return vec4 (a - u.x, a - u.y, a - u.z, a - u.w);\n" +"}\n" +"\n" +"vec4 __operator - (const vec4 v, const float b) {\n" +" return vec4 (v.x - b, v.y - b, v.z - b, v.w - b);\n" +"}\n" +"\n" +"vec4 __operator * (const float a, const vec4 u) {\n" +" return vec4 (a * u.x, a * u.y, a * u.z, a * u.w);\n" +"}\n" +"\n" +"vec4 __operator * (const vec4 v, const float b) {\n" +" return vec4 (v.x * b, v.y * b, v.z * b, v.w * b);\n" +"}\n" +"\n" +"vec4 __operator / (const float a, const vec4 u) {\n" +" return vec4 (a / u.x, a / u.y, a / u.z, a / u.w);\n" +"}\n" +"\n" +"vec4 __operator / (const vec4 v, const float b) {\n" +" return vec4 (v.x / b, v.y / b, v.z / b, v.w / b);\n" +"}\n" +"\n" +"mat2 __operator + (const float a, const mat2 n) {\n" +" return mat2 (a + n[0], a + n[1]);\n" +"}\n" +"\n" +"mat2 __operator + (const mat2 m, const float b) {\n" +" return mat2 (m[0] + b, m[1] + b);\n" +"}\n" +"\n" +"mat2 __operator - (const float a, const mat2 n) {\n" +" return mat2 (a - n[0], a - n[1]);\n" +"}\n" +"\n" +"mat2 __operator - (const mat2 m, const float b) {\n" +" return mat2 (m[0] - b, m[1] - b);\n" +"}\n" +"\n" +"mat2 __operator * (const float a, const mat2 n) {\n" +" return mat2 (a * n[0], a * n[1]);\n" +"}\n" +"\n" +"mat2 __operator * (const mat2 m, const float b) {\n" +" return mat2 (m[0] * b, m[1] * b);\n" +"}\n" +"\n" +"mat2 __operator / (const float a, const mat2 n) {\n" +" return mat2 (a / n[0], a / n[1]);\n" +"}\n" +"\n" +"mat2 __operator / (const mat2 m, const float b) {\n" +" return mat2 (m[0] / b, m[1] / b);\n" +"}\n" +"\n" +"mat3 __operator + (const float a, const mat3 n) {\n" +" return mat3 (a + n[0], a + n[1], a + n[2]);\n" +"}\n" +"\n" +"mat3 __operator + (const mat3 m, const float b) {\n" +" return mat3 (m[0] + b, m[1] + b, m[2] + b);\n" +"}\n" +"\n" +"mat3 __operator - (const float a, const mat3 n) {\n" +" return mat3 (a - n[0], a - n[1], a - n[2]);\n" +"}\n" +"\n" +"mat3 __operator - (const mat3 m, const float b) {\n" +" return mat3 (m[0] - b, m[1] - b, m[2] - b);\n" +"}\n" +"\n" +"mat3 __operator * (const float a, const mat3 n) {\n" +" return mat3 (a * n[0], a * n[1], a * n[2]);\n" +"}\n" +"\n" +"mat3 __operator * (const mat3 m, const float b) {\n" +" return mat3 (m[0] * b, m[1] * b, m[2] * b);\n" +"}\n" +"\n" +"mat3 __operator / (const float a, const mat3 n) {\n" +" return mat3 (a / n[0], a / n[1], a / n[2]);\n" +"}\n" +"\n" +"mat3 __operator / (const mat3 m, const float b) {\n" +" return mat3 (m[0] / b, m[1] / b, m[2] / b);\n" +"}\n" +"\n" +"mat4 __operator + (const float a, const mat4 n) {\n" +" return mat4 (a + n[0], a + n[1], a + n[2], a + n[3]);\n" +"}\n" +"\n" +"mat4 __operator + (const mat4 m, const float b) {\n" +" return mat4 (m[0] + b, m[1] + b, m[2] + b, m[3] + b);\n" +"}\n" +"\n" +"mat4 __operator - (const float a, const mat4 n) {\n" +" return mat4 (a - n[0], a - n[1], a - n[2], a - n[3]);\n" +"}\n" +"\n" +"mat4 __operator - (const mat4 m, const float b) {\n" +" return mat4 (m[0] - b, m[1] - b, m[2] - b, m[3] - b);\n" +"}\n" +"\n" +"mat4 __operator * (const float a, const mat4 n) {\n" +" return mat4 (a * n[0], a * n[1], a * n[2], a * n[3]);\n" +"}\n" +"\n" +"mat4 __operator * (const mat4 m, const float b) {\n" +" return mat4 (m[0] * b, m[1] * b, m[2] * b, m[3] * b);\n" +"}\n" +"\n" +"mat4 __operator / (const float a, const mat4 n) {\n" +" return mat4 (a / n[0], a / n[1], a / n[2], a / n[3]);\n" +"}\n" +"\n" +"mat4 __operator / (const mat4 m, const float b) {\n" +" return mat4 (m[0] / b, m[1] / b, m[2] / b, m[3] / b);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"ivec2 __operator + (const int a, const ivec2 u) {\n" +" return ivec2 (a + u.x, a + u.y);\n" +"}\n" +"\n" +"ivec2 __operator + (const ivec2 v, const int b) {\n" +" return ivec2 (v.x + b, v.y + b);\n" +"}\n" +"\n" +"ivec2 __operator - (const int a, const ivec2 u) {\n" +" return ivec2 (a - u.x, a - u.y);\n" +"}\n" +"\n" +"ivec2 __operator - (const ivec2 v, const int b) {\n" +" return ivec2 (v.x - b, v.y - b);\n" +"}\n" +"\n" +"ivec2 __operator * (const int a, const ivec2 u) {\n" +" return ivec2 (a * u.x, a * u.y);\n" +"}\n" +"\n" +"ivec2 __operator * (const ivec2 v, const int b) {\n" +" return ivec2 (v.x * b, v.y * b);\n" +"}\n" +"\n" +"ivec2 __operator / (const int a, const ivec2 u) {\n" +" return ivec2 (a / u.x, a / u.y);\n" +"}\n" +"\n" +"ivec2 __operator / (const ivec2 v, const int b) {\n" +" return ivec2 (v.x / b, v.y / b);\n" +"}\n" +"\n" +"ivec3 __operator + (const int a, const ivec3 u) {\n" +" return ivec3 (a + u.x, a + u.y, a + u.z);\n" +"}\n" +"\n" +"ivec3 __operator + (const ivec3 v, const int b) {\n" +" return ivec3 (v.x + b, v.y + b, v.z + b);\n" +"}\n" +"\n" +"ivec3 __operator - (const int a, const ivec3 u) {\n" +" return ivec3 (a - u.x, a - u.y, a - u.z);\n" +"}\n" +"\n" +"ivec3 __operator - (const ivec3 v, const int b) {\n" +" return ivec3 (v.x - b, v.y - b, v.z - b);\n" +"}\n" +"\n" +"ivec3 __operator * (const int a, const ivec3 u) {\n" +" return ivec3 (a * u.x, a * u.y, a * u.z);\n" +"}\n" +"\n" +"ivec3 __operator * (const ivec3 v, const int b) {\n" +" return ivec3 (v.x * b, v.y * b, v.z * b);\n" +"}\n" +"\n" +"ivec3 __operator / (const int a, const ivec3 u) {\n" +" return ivec3 (a / u.x, a / u.y, a / u.z);\n" +"}\n" +"\n" +"ivec3 __operator / (const ivec3 v, const int b) {\n" +" return ivec3 (v.x / b, v.y / b, v.z / b);\n" +"}\n" +"\n" +"ivec4 __operator + (const int a, const ivec4 u) {\n" +" return ivec4 (a + u.x, a + u.y, a + u.z, a + u.w);\n" +"}\n" +"\n" +"ivec4 __operator + (const ivec4 v, const int b) {\n" +" return ivec4 (v.x + b, v.y + b, v.z + b, v.w + b);\n" +"}\n" +"\n" +"ivec4 __operator - (const int a, const ivec4 u) {\n" +" return ivec4 (a - u.x, a - u.y, a - u.z, a - u.w);\n" +"}\n" +"\n" +"ivec4 __operator - (const ivec4 v, const int b) {\n" +" return ivec4 (v.x - b, v.y - b, v.z - b, v.w - b);\n" +"}\n" +"\n" +"ivec4 __operator * (const int a, const ivec4 u) {\n" +" return ivec4 (a * u.x, a * u.y, a * u.z, a * u.w);\n" +"}\n" +"\n" +"ivec4 __operator * (const ivec4 v, const int b) {\n" +" return ivec4 (v.x * b, v.y * b, v.z * b, v.w * b);\n" +"}\n" +"\n" +"ivec4 __operator / (const int a, const ivec4 u) {\n" +" return ivec4 (a / u.x, a / u.y, a / u.z, a / u.w);\n" +"}\n" +"\n" +"ivec4 __operator / (const ivec4 v, const int b) {\n" +" return ivec4 (v.x / b, v.y / b, v.z / b, v.w / b);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec2 __operator * (const mat2 m, const vec2 v) {\n" +" return vec2 (\n" +" v.x * m[0].x + v.y * m[1].x,\n" +" v.x * m[0].y + v.y * m[1].y\n" +" );\n" +"}\n" +"\n" +"vec2 __operator * (const vec2 v, const mat2 m) {\n" +" return vec2 (\n" +" v.x * m[0].x + v.y * m[0].y,\n" +" v.x * m[1].x + v.y * m[1].y\n" +" );\n" +"}\n" +"\n" +"vec3 __operator * (const mat3 m, const vec3 v) {\n" +" return vec3 (\n" +" v.x * m[0].x + v.y * m[1].x + v.z * m[2].x,\n" +" v.x * m[0].y + v.y * m[1].y + v.z * m[2].y,\n" +" v.x * m[0].z + v.y * m[1].z + v.z * m[2].z\n" +" );\n" +"}\n" +"\n" +"vec3 __operator * (const vec3 v, const mat3 m) {\n" +" return vec3 (\n" +" v.x * m[0].x + v.y * m[0].y + v.z * m[0].z,\n" +" v.x * m[1].x + v.y * m[1].y + v.z * m[1].z,\n" +" v.x * m[2].x + v.y * m[2].y + v.z * m[2].z\n" +" );\n" +"}\n" +"\n" +"vec4 __operator * (const mat4 m, const vec4 v) {\n" +" return vec4 (\n" +" v.x * m[0].x + v.y * m[1].x + v.z * m[2].x + v.w * m[3].x,\n" +" v.x * m[0].y + v.y * m[1].y + v.z * m[2].y + v.w * m[3].y,\n" +" v.x * m[0].z + v.y * m[1].z + v.z * m[2].z + v.w * m[3].z,\n" +" v.x * m[0].w + v.y * m[1].w + v.z * m[2].w + v.w * m[3].w\n" +" );\n" +"}\n" +"\n" +"vec4 __operator * (const vec4 v, const mat4 m) {\n" +" return vec4 (\n" +" v.x * m[0].x + v.y * m[0].y + v.z * m[0].z + v.w * m[0].w,\n" +" v.x * m[1].x + v.y * m[1].y + v.z * m[1].z + v.w * m[1].w,\n" +" v.x * m[2].x + v.y * m[2].y + v.z * m[2].z + v.w * m[2].w,\n" +" v.x * m[3].x + v.y * m[3].y + v.z * m[3].z + v.w * m[3].w\n" +" );\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec2 __operator * (const vec2 v, const vec2 u) {\n" +" return vec2 (v.x * u.x, v.y * u.y);\n" +"}\n" +"\n" +"vec3 __operator * (const vec3 v, const vec3 u) {\n" +" return vec3 (v.x * u.x, v.y * u.y, v.z * u.z);\n" +"}\n" +"\n" +"vec4 __operator * (const vec4 v, const vec4 u) {\n" +" return vec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w);\n" +"}\n" +"\n" +"ivec2 __operator * (const ivec2 v, const ivec2 u) {\n" +" return ivec2 (v.x * u.x, v.y * u.y);\n" +"}\n" +"\n" +"ivec3 __operator * (const ivec3 v, const ivec3 u) {\n" +" return ivec3 (v.x * u.x, v.y * u.y, v.z * u.z);\n" +"}\n" +"\n" +"ivec4 __operator * (const ivec4 v, const ivec4 u) {\n" +" return ivec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec2 __operator / (const vec2 v, const vec2 u) {\n" +" return vec2 (v.x / u.x, v.y / u.y);\n" +"}\n" +"\n" +"vec3 __operator / (const vec3 v, const vec3 u) {\n" +" return vec3 (v.x / u.x, v.y / u.y, v.z / u.z);\n" +"}\n" +"\n" +"vec4 __operator / (const vec4 v, const vec4 u) {\n" +" return vec4 (v.x / u.x, v.y / u.y, v.z / u.z, v.w / u.w);\n" +"}\n" +"\n" +"ivec2 __operator / (const ivec2 v, const ivec2 u) {\n" +" return ivec2 (v.x / u.x, v.y / u.y);\n" +"}\n" +"\n" +"ivec3 __operator / (const ivec3 v, const ivec3 u) {\n" +" return ivec3 (v.x / u.x, v.y / u.y, v.z / u.z);\n" +"}\n" +"\n" +"ivec4 __operator / (const ivec4 v, const ivec4 u) {\n" +" return ivec4 (v.x / u.x, v.y / u.y, v.z / u.z, v.w / u.w);\n" +"}\n" +"\n" +"mat2 __operator / (const mat2 m, const mat2 n) {\n" +" return mat2 (m[0] / n[0], m[1] / n[1]);\n" +"}\n" +"\n" +"mat3 __operator / (const mat3 m, const mat3 n) {\n" +" return mat3 (m[0] / n[0], m[1] / n[1], m[2] / n[2]);\n" +"}\n" +"\n" +"mat4 __operator / (const mat4 m, const mat4 n) {\n" +" return mat4 (m[0] / n[0], m[1] / n[1], m[2] / n[2], m[3] / n[3]);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"mat2 __operator * (const mat2 m, const mat2 n) {\n" +" return mat2 (m * n[0], m * n[1]);\n" +"}\n" +"\n" +"mat3 __operator * (const mat3 m, const mat3 n) {\n" +" return mat3 (m * n[0], m * n[1], m * n[2]);\n" +"}\n" +"\n" +"mat4 __operator * (const mat4 m, const mat4 n) {\n" +" return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float __operator - (const float a) {\n" +" float c = a;\n" +" __asm float_negate c;\n" +" return c;\n" +"}\n" +"\n" +"int __operator - (const int a) {\n" +" return int (-float (a));\n" +"}\n" +"\n" +"vec2 __operator - (const vec2 v) {\n" +" return vec2 (-v.x, -v.y);\n" +"}\n" +"\n" +"vec3 __operator - (const vec3 v) {\n" +" return vec3 (-v.x, -v.y, -v.z);\n" +"}\n" +"\n" +"vec4 __operator - (const vec4 v) {\n" +" return vec4 (-v.x, -v.y, -v.z, -v.w);\n" +"}\n" +"\n" +"ivec2 __operator - (const ivec2 v) {\n" +" return ivec2 (-v.x, -v.y);\n" +"}\n" +"\n" +"ivec3 __operator - (const ivec3 v) {\n" +" return ivec3 (-v.x, -v.y, -v.z);\n" +"}\n" +"\n" +"ivec4 __operator - (const ivec4 v) {\n" +" return ivec4 (-v.x, -v.y, -v.z, -v.w);\n" +"}\n" +"\n" +"mat2 __operator - (const mat2 m) {\n" +" return mat2 (-m[0], -m[1]);\n" +"}\n" +"\n" +"mat3 __operator - (const mat3 m) {\n" +" return mat3 (-m[0], -m[1], -m[2]);\n" +"}\n" +"\n" +"mat4 __operator - (const mat4 m) {\n" +" return mat4 (-m[0], -m[1], -m[2], -m[3]);\n" +"}\n" +"\n" +"void __operator -- (inout float a) {\n" +" a -= 1.0;\n" +"}\n" +"\n" +"void __operator -- (inout int a) {\n" +" a -= 1;\n" +"}\n" +"\n" +"void __operator -- (inout vec2 v) {\n" +" --v.x, --v.y;\n" +"}\n" +"\n" +"void __operator -- (inout vec3 v) {\n" +" --v.x, --v.y, --v.z;\n" +"}\n" +"\n" +"void __operator -- (inout vec4 v) {\n" +" --v.x, --v.y, --v.z, --v.w;\n" +"}\n" +"\n" +"void __operator -- (inout ivec2 v) {\n" +" --v.x, --v.y;\n" +"}\n" +"\n" +"void __operator -- (inout ivec3 v) {\n" +" --v.x, --v.y, --v.z;\n" +"}\n" +"\n" +"void __operator -- (inout ivec4 v) {\n" +" --v.x, --v.y, --v.z, --v.w;\n" +"}\n" +"\n" +"void __operator -- (inout mat2 m) {\n" +" --m[0], --m[1];\n" +"}\n" +"\n" +"void __operator -- (inout mat3 m) {\n" +" --m[0], --m[1], --m[2];\n" +"}\n" +"\n" +"void __operator -- (inout mat4 m) {\n" +" --m[0], --m[1], --m[2], --m[3];\n" +"}\n" +"\n" +"void __operator ++ (inout float a) {\n" +" a += 1.0;\n" +"}\n" +"\n" +"void __operator ++ (inout int a) {\n" +" a += 1;\n" +"}\n" +"\n" +"void __operator ++ (inout vec2 v) {\n" +" ++v.x, ++v.y;\n" +"}\n" +"\n" +"void __operator ++ (inout vec3 v) {\n" +" ++v.x, ++v.y, ++v.z;\n" +"}\n" +"\n" +"void __operator ++ (inout vec4 v) {\n" +" ++v.x, ++v.y, ++v.z, ++v.w;\n" +"}\n" +"\n" +"void __operator ++ (inout ivec2 v) {\n" +" ++v.x, ++v.y;\n" +"}\n" +"\n" +"void __operator ++ (inout ivec3 v) {\n" +" ++v.x, ++v.y, ++v.z;\n" +"}\n" +"\n" +"void __operator ++ (inout ivec4 v) {\n" +" ++v.x, ++v.y, ++v.z, ++v.w;\n" +"}\n" +"\n" +"void __operator ++ (inout mat2 m) {\n" +" ++m[0], ++m[1];\n" +"}\n" +"\n" +"void __operator ++ (inout mat3 m) {\n" +" ++m[0], ++m[1], ++m[2];\n" +"}\n" +"\n" +"void __operator ++ (inout mat4 m) {\n" +" ++m[0], ++m[1], ++m[2], ++m[3];\n" +"}\n" +"\n" +"float __operator -- (inout float a, const int) {\n" +" const float c = a;\n" +" --a;\n" +" return c;\n" +"}\n" +"\n" +"int __operator -- (inout int a, const int) {\n" +" const int c = a;\n" +" --a;\n" +" return c;\n" +"}\n" +"\n" +"vec2 __operator -- (inout vec2 v, const int) {\n" +" return vec2 (v.x--, v.y--);\n" +"}\n" +"\n" +"vec3 __operator -- (inout vec3 v, const int) {\n" +" return vec3 (v.x--, v.y--, v.z--);\n" +"}\n" +"\n" +"vec4 __operator -- (inout vec4 v, const int) {\n" +" return vec4 (v.x--, v.y--, v.z--, v.w--);\n" +"}\n" +"\n" +"ivec2 __operator -- (inout ivec2 v, const int) {\n" +" return ivec2 (v.x--, v.y--);\n" +"}\n" +"\n" +"ivec3 __operator -- (inout ivec3 v, const int) {\n" +" return ivec3 (v.x--, v.y--, v.z--);\n" +"}\n" +"\n" +"ivec4 __operator -- (inout ivec4 v, const int) {\n" +" return ivec4 (v.x--, v.y--, v.z--, v.w--);\n" +"}\n" +"\n" +"mat2 __operator -- (inout mat2 m, const int) {\n" +" return mat2 (m[0]--, m[1]--);\n" +"}\n" +"\n" +"mat3 __operator -- (inout mat3 m, const int) {\n" +" return mat3 (m[0]--, m[1]--, m[2]--);\n" +"}\n" +"\n" +"mat4 __operator -- (inout mat4 m, const int) {\n" +" return mat4 (m[0]--, m[1]--, m[2]--, m[3]--);\n" +"}\n" +"\n" +"float __operator ++ (inout float a, const int) {\n" +" const float c = a;\n" +" ++a;\n" +" return c;\n" +"}\n" +"\n" +"int __operator ++ (inout int a, const int) {\n" +" const int c = a;\n" +" ++a;\n" +" return c;\n" +"}\n" +"\n" +"vec2 __operator ++ (inout vec2 v, const int) {\n" +" return vec2 (v.x++, v.y++);\n" +"}\n" +"\n" +"vec3 __operator ++ (inout vec3 v, const int) {\n" +" return vec3 (v.x++, v.y++, v.z++);\n" +"}\n" +"\n" +"vec4 __operator ++ (inout vec4 v, const int) {\n" +" return vec4 (v.x++, v.y++, v.z++, v.w++);\n" +"}\n" +"\n" +"ivec2 __operator ++ (inout ivec2 v, const int) {\n" +" return ivec2 (v.x++, v.y++);\n" +"}\n" +"\n" +"ivec3 __operator ++ (inout ivec3 v, const int) {\n" +" return ivec3 (v.x++, v.y++, v.z++);\n" +"}\n" +"\n" +"ivec4 __operator ++ (inout ivec4 v, const int) {\n" +" return ivec4 (v.x++, v.y++, v.z++, v.w++);\n" +"}\n" +"\n" +"mat2 __operator ++ (inout mat2 m, const int) {\n" +" return mat2 (m[0]++, m[1]++);\n" +"}\n" +"\n" +"mat3 __operator ++ (inout mat3 m, const int) {\n" +" return mat3 (m[0]++, m[1]++, m[2]++);\n" +"}\n" +"\n" +"mat4 __operator ++ (inout mat4 m, const int) {\n" +" return mat4 (m[0]++, m[1]++, m[2]++, m[3]++);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bool __operator < (const float a, const float b) {\n" +" bool c;\n" +" __asm float_less c, a, b;\n" +" return c;\n" +"}\n" +"\n" +"bool __operator < (const int a, const int b) {\n" +" return float (a) < float (b);\n" +"}\n" +"\n" +"bool __operator > (const float a, const float b) {\n" +" return b < a;\n" +"}\n" +"\n" +"bool __operator > (const int a, const int b) {\n" +" return b < a;\n" +"}\n" +"\n" +"bool __operator >= (const float a, const float b) {\n" +" return a > b || a == b;\n" +"}\n" +"\n" +"bool __operator >= (const int a, const int b) {\n" +" return a > b || a == b;\n" +"}\n" +"\n" +"bool __operator <= (const float a, const float b) {\n" +" return a < b || a == b;\n" +"}\n" +"\n" +"bool __operator <= (const int a, const int b) {\n" +" return a < b || a == b;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bool __operator == (const float a, const float b) {\n" +" bool c;\n" +" __asm float_equal c, a, b;\n" +" return c;\n" +"}\n" +"\n" +"bool __operator == (const int a, const int b) {\n" +" return float (a) == float (b);\n" +"}\n" +"\n" +"bool __operator == (const bool a, const bool b) {\n" +" return float (a) == float (b);\n" +"}\n" +"\n" +"bool __operator == (const vec2 v, const vec2 u) {\n" +" return v.x == u.x && v.y == u.y;\n" +"}\n" +"\n" +"bool __operator == (const vec3 v, const vec3 u) {\n" +" return v.x == u.x && v.y == u.y && v.z == u.z;\n" +"}\n" +"\n" +"bool __operator == (const vec4 v, const vec4 u) {\n" +" return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w;\n" +"}\n" +"\n" +"bool __operator == (const ivec2 v, const ivec2 u) {\n" +" return v.x == u.x && v.y == u.y;\n" +"}\n" +"\n" +"bool __operator == (const ivec3 v, const ivec3 u) {\n" +" return v.x == u.x && v.y == u.y && v.z == u.z;\n" +"}\n" +"\n" +"bool __operator == (const ivec4 v, const ivec4 u) {\n" +" return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w;\n" +"}\n" +"\n" +"bool __operator == (const bvec2 v, const bvec2 u) {\n" +" return v.x == u.x && v.y == u.y;\n" +"}\n" +"\n" +"bool __operator == (const bvec3 v, const bvec3 u) {\n" +" return v.x == u.x && v.y == u.y && v.z == u.z;\n" +"}\n" +"\n" +"bool __operator == (const bvec4 v, const bvec4 u) {\n" +" return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w;\n" +"}\n" +"\n" +"bool __operator == (const mat2 m, const mat2 n) {\n" +" return m[0] == n[0] && m[1] == n[1];\n" +"}\n" +"\n" +"bool __operator == (const mat3 m, const mat3 n) {\n" +" return m[0] == n[0] && m[1] == n[1] && m[2] == n[2];\n" +"}\n" +"\n" +"bool __operator == (const mat4 m, const mat4 n) {\n" +" return m[0] == n[0] && m[1] == n[1] && m[2] == n[2] && m[3] == n[3];\n" +"}\n" +"\n" +"bool __operator != (const float a, const float b) {\n" +" return !(a == b);\n" +"}\n" +"\n" +"bool __operator != (const int a, const int b) {\n" +" return !(a == b);\n" +"}\n" +"\n" +"bool __operator != (const bool a, const bool b) {\n" +" return !(a == b);\n" +"}\n" +"\n" +"bool __operator != (const vec2 v, const vec2 u) {\n" +" return v.x != u.x || v.y != u.y;\n" +"}\n" +"\n" +"bool __operator != (const vec3 v, const vec3 u) {\n" +" return v.x != u.x || v.y != u.y || v.z != u.z;\n" +"}\n" +"\n" +"bool __operator != (const vec4 v, const vec4 u) {\n" +" return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w;\n" +"}\n" +"\n" +"bool __operator != (const ivec2 v, const ivec2 u) {\n" +" return v.x != u.x || v.y != u.y;\n" +"}\n" +"\n" +"bool __operator != (const ivec3 v, const ivec3 u) {\n" +" return v.x != u.x || v.y != u.y || v.z != u.z;\n" +"}\n" +"\n" +"bool __operator != (const ivec4 v, const ivec4 u) {\n" +" return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w;\n" +"}\n" +"\n" +"bool __operator != (const bvec2 v, const bvec2 u) {\n" +" return v.x != u.x || v.y != u.y;\n" +"}\n" +"\n" +"bool __operator != (const bvec3 v, const bvec3 u) {\n" +" return v.x != u.x || v.y != u.y || v.z != u.z;\n" +"}\n" +"\n" +"bool __operator != (const bvec4 v, const bvec4 u) {\n" +" return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w;\n" +"}\n" +"\n" +"bool __operator != (const mat2 m, const mat2 n) {\n" +" return m[0] != n[0] || m[1] != n[1];\n" +"}\n" +"\n" +"bool __operator != (const mat3 m, const mat3 n) {\n" +" return m[0] != n[0] || m[1] != n[1] || m[2] != n[2];\n" +"}\n" +"\n" +"bool __operator != (const mat4 m, const mat4 n) {\n" +" return m[0] != n[0] || m[1] != n[1] || m[2] != n[2] || m[3] != n[3];\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bool __operator ^^ (const bool a, const bool b) {\n" +" return a != b;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bool __operator ! (const bool a) {\n" +" return a == false;\n" +"}\n" +"\n"