8000 Prefer ints instead of floats in the vec constructor by laurentlb · Pull Request #192 · laurentlb/shader-minifier · GitHub
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Prefer ints instead of floats in the vec constructor #192

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13 changes: 11 additions & 2 deletions src/rewriter.fs
Original file line number Diff line number Diff line change
Expand Up @@ -185,9 +185,18 @@ let private simplifyVec constr args =
| Dot (Var v1, field1) :: Dot (Var v2, field2) :: args
when isFieldSwizzle field1 && isFieldSwizzle field2 && v1.Name = v2.Name ->
combineSwizzles (Dot (Var v1, field1 + field2) :: args)

| e::l -> e :: combineSwizzles l
let args = combineSwizzles args

// vec2(1.0, 2.0) => vec2(1, 2)
// According to the spec, this is safe:
// "If the basic type (bool, int, float, or double) 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
// the parameters."
let useInts = function
| Float (f, _) when Decimal.Round(f) = f -> Int (int f, "")
| e -> e

let args = combineSwizzles args |> List.map useInts
match args with
| [Dot (_, field) as arg] when field.Length > 1 && isFieldSwizzle field ->
// vec3(v.xxy) => v.xxy
Expand Down
14 changes: 7 additions & 7 deletions tests/real/chocolux.expected
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
/* File generated with Shader Minifier 1.3
/* File generated with
* http://www.ctrl-alt-test.fr
*/
#ifndef CHOCOLUX_EXPECTED_
Expand All @@ -11,15 +11,15 @@ const char *chocolux_frag =
"{"
"float f=distance(q,vec3(cos(time)+sin(time*.2),.3,2.+cos(time*.5)*.5));"
"f*=distance(q,vec3(-cos(time*.7),.3,2.+sin(time*.5)));"
"f*=distance(q,vec3(-sin(time*.2)*.5,sin(time),2.));"
"f*=distance(q,vec3(-sin(time*.2)*.5,sin(time),2));"
"f*=cos(q.y)*cos(q.x)-.1-cos(q.z*7.+time*7.)*cos(q.x*3.)*cos(q.y*4.)*.1;"
"return f;"
"}"
"void main()"
"{"
"vec2 p=-1.+2.*gl_FragCoord.xy/resolution.xy;"
"vec3 o=vec3(p.x,p.y*1.25-.3,0.),d=vec3(p.x+cos(time)*.3,p.y,1.)/64.;"
"vec4 c=vec4(0.);"
"vec3 o=vec3(p.x,p.y*1.25-.3,0),d=vec3(p.x+cos(time)*.3,p.y,1)/64.;"
"vec4 c=vec4(0);"
"float t=0.;"
"for(int i=0;i<75;i++)"
"{"
Expand All @@ -32,17 +32,17 @@ const char *chocolux_frag =
"break;"
"t+=1.;"
"}"
"vec3 e=vec3(.01,0.,0.),n=vec3(0.);"
"vec3 e=vec3(.01,0,0),n=vec3(0);"
"n.x=h(o+d*t)-h(vec3(o+d*t+e.xyy));"
"n.y=h(o+d*t)-h(vec3(o+d*t+e.yxy));"
"n.z=h(o+d*t)-h(vec3(o+d*t+e.yyx));"
"n=normalize(n);"
"c+=max(dot(vec3(0.,0.,-.5),n),0.)+max(dot(vec3(0.,-.5,.5),n),0.)*.5;"
"c+=max(dot(vec3(0,0,-.5),n),0.)+max(dot(vec3(0,-.5,.5),n),0.)*.5;"
"break;"
"}"
"t+=5.;"
"}"
"gl_FragColor=c+t*.025*vec4(.1,.2,.5,1.);"
"gl_FragColor=c+t*.025*vec4(.1,.2,.5,1);"
"}";

#endif // CHOCOLUX_EXPECTED_
2 changes: 1 addition & 1 deletion tests/real/clod.expected
Original file line number Diff line number Diff line change
@@ -1 +1 @@
uniform vec2 resolution;uniform float time;uniform sampler2D tex0,tex1,tex2,tex3;float f(vec3 o){float a=(sin(o.x)+o.y*.25)*.35;o=vec3(cos(a)*o.x-sin(a)*o.y,sin(a)*o.x+cos(a)*o.y,o.z);return dot(cos(o)*cos(o),vec3(1))-1.2;}vec3 s(vec3 o,vec3 d){float t=0.,a,b;for(int i=0;i<75;i++){if(f(o+d*t)<0.){a=t-.125;b=t;for(int i=0;i<10;i++){t=(a+b)*.5;if(f(o+d*t)<0.)b=t;else a=t;}vec3 e=vec3(.1,0.,0.),p=o+d*t,n=-normalize(vec3(f(p+e),f(p+e.yxy),f(p+e.yyx))+vec3(sin(p*75.))*.01);return vec3(mix((max(-dot(n,vec3(.577)),0.)+.125*max(-dot(n,vec3(-.707,-.707,0)),0.))*(mod(length(p.xy)*20.,2.)<1.?vec3(.71,.85,.25):vec3(.79,.93,.4)),vec3(.93,.94,.85),vec3(pow(t/9.,5.))));}t+=.125;}return vec3(.93,.94,.85);}void main(){vec2 p=-1.+2.*gl_FragCoord.xy/resolution.xy;gl_FragColor=vec4(s(vec3(sin(time*1.5)*.5,cos(time)*.5,time),normalize(vec3(p.xy,1.))),1.);}
uniform vec2 resolution;uniform float time;uniform sampler2D tex0,tex1,tex2,tex3;float f(vec3 o){float a=(sin(o.x)+o.y*.25)*.35;o=vec3(cos(a)*o.x-sin(a)*o.y,sin(a)*o.x+cos(a)*o.y,o.z);return dot(cos(o)*cos(o),vec3(1))-1.2;}vec3 s(vec3 o,vec3 d){float t=0.,a,b;for(int i=0;i<75;i++){if(f(o+d*t)<0.){a=t-.125;b=t;for(int i=0;i<10;i++){t=(a+b)*.5;if(f(o+d*t)<0.)b=t;else a=t;}vec3 e=vec3(.1,0,0),p=o+d*t,n=-normalize(vec3(f(p+e),f(p+e.yxy),f(p+e.yyx))+vec3(sin(p*75.))*.01);return vec3(mix((max(-dot(n,vec3(.577)),0.)+.125*max(-dot(n,vec3(-.707,-.707,0)),0.))*(mod(length(p.xy)*20.,2.)<1.?vec3(.71,.85,.25):vec3(.79,.93,.4)),vec3(.93,.94,.85),vec3(pow(t/9.,5.))));}t+=.125;}return vec3(.93,.94,.85);}void main(){vec2 p=-1.+2.*gl_FragCoord.xy/resolution.xy;gl_FragColor=vec4(s(vec3(sin(time*1.5)*.5,cos(time)*.5,time),normalize(vec3(p.xy,1))),1);}
4 changes: 2 additions & 2 deletions tests/real/disco.expected
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
/* File generated with Shader Minifier 1.3
/* File generated with
* http://www.ctrl-alt-test.fr
*/

var disco_frag = `uniform vec2 resolution;uniform float time;uniform sampler2D tex0,tex1,tex2,tex3;vec4 s(vec2 px,float z){float l=3.1415,k=time*sign(z),x=px.x*320.*.0065*z,y=px.y*240.*.006*z,c=sqrt(x*x+y*y);if(c>1.)return vec4(0.);else{float u=-.4*sign(z)+sin(k*.05),v=sqrt(1.-x*x-y*y),q=y*sin(u)-v*cos(u);y=y*cos(u)+v*sin(u);v=acos(y);u=acos(x/sin(v))/(2.*l)*120.*sign(q)-k;v=v*60./l;q=cos(floor(v/l));c=pow(abs(cos(u)*sin(v)),.2)*.1/(q+sin(float(int((u+l/2.)/l))+k*.6+cos(q*25.)))*pow(1.-c,.9);vec4 res;if(c<0.)res=vec4(-c/2.*abs(cos(k*.1)),0.,-c*2.*abs(sin(k*.04)),1.);else res=vec4(c,c*2.,c*2.,1.);return res;}}void main(){vec2 p=-1.+2.*gl_FragCoord.xy/resolution.xy;vec4 c=vec4(0.);for(int i=80;i>0;i--)c+=s(p,1.-float(i)/80.)*(.008-float(i)*5e-5);vec4 d=s(p,1.);gl_FragColor=(d.w==0.?s(p,-.2)*.02:d)+sqrt(c);}`
var disco_frag = `uniform vec2 resolution;uniform float time;uniform sampler2D tex0,tex1,tex2,tex3;vec4 s(vec2 px,float z){float l=3.1415,k=time*sign(z),x=px.x*320.*.0065*z,y=px.y*240.*.006*z,c=sqrt(x*x+y*y);if(c>1.)return vec4(0);else{float u=-.4*sign(z)+sin(k*.05),v=sqrt(1.-x*x-y*y),q=y*sin(u)-v*cos(u);y=y*cos(u)+v*sin(u);v=acos(y);u=acos(x/sin(v))/(2.*l)*120.*sign(q)-k;v=v*60./l;q=cos(floor(v/l));c=pow(abs(cos(u)*sin(v)),.2)*.1/(q+sin(float(int((u+l/2.)/l))+k*.6+cos(q*25.)))*pow(1.-c,.9);vec4 res;if(c<0.)res=vec4(-c/2.*abs(cos(k*.1)),0,-c*2.*abs(sin(k*.04)),1);else res=vec4(c,c*2.,c*2.,1);return res;}}void main(){vec2 p=-1.+2.*gl_FragCoord.xy/resolution.xy;vec4 c=vec4(0);for(int i=80;i>0;i--)c+=s(p,1.-float(i)/80.)*(.008-float(i)*5e-5);vec4 d=s(p,1.);gl_FragColor=(d.w==0.?s(p,-.2)*.02:d)+sqrt(c);}`
62 changes: 31 additions & 31 deletions tests/real/ed-209.frag.expected
Original file line number Diff line number Diff line change
Expand Up @@ -60,7 +60,7 @@ float sdOctogon(vec2 p,float r)
}
vec3 getRayDir(vec3 ro,vec3 lookAt,vec2 uv)
{
vec3 forward=normalize(lookAt-ro),right=normalize(cross(vec3(0.,1.,0.),forward)),up=cross(forward,right);
vec3 forward=normalize(lookAt-ro),right=normalize(cross(vec3(0,1,0),forward)),up=cross(forward,right);
return normalize(forward+right*uv.x+up*uv.y);
}
MarchData minResult(MarchData a,MarchData b)
Expand All @@ -87,13 +87,13 @@ float fireShock()
}
float headSphere(vec3 p)
{
return(length(p/vec3(1.,.8,1.))-1.)*.8;
return(length(p/vec3(1,.8,1))-1.)*.8;
}
MarchData headVisor(vec3 p,float h,float bump)
{
bump*=sin(p.x*150.)*sin(p.y*150.)*.002;
MarchData result;
result.d=sdBox(p,vec3(1.,h,2.));
result.d=sdBox(p,vec3(1,h,2));
result.d=max(mix(result.d,headSphere(p),.57),-p.y)-bump;
result.mat=vec3(.05);
result.specPower=30.;
Expand All @@ -103,15 +103,15 @@ MarchData headLower(vec3 p)
{
vec3 op=p;
MarchData r=headVisor(p*vec3(.95,-1.4,.95),1.,0.);
float roof=max(max(headVisor((p+vec3(0.,.01,0.))*vec3(.95),1.,0.).d,p.y-.35),p.y*.625-p.z-.66);
float roof=max(max(headVisor((p+vec3(0,.01,0))*vec3(.95),1.,0.).d,p.y-.35),p.y*.625-p.z-.66);
r.d=min(r.d,roof);
p.xy*=rot(.075*(gunsUp-1.)*sign(p.x));
p.x=abs(p.x)-1.33;
p.y-=.1-p.x*.1;
r.d=min(r.d,sdBox(p,vec3(.4,.06*(1.-p.x),.3-p.x*.2)));
p=op;
p.y=abs(abs(p.y+.147)-.0556)-.0278;
r.d=max(r.d,-sdBox(p+vec3(0.,0.,1.5),vec3(mix(.25,.55,-op.y),.015,.1)));
r.d=max(r.d,-sdBox(p+vec3(0,0,1.5),vec3(mix(.25,.55,-op.y),.015,.1)));
p=op;
p.y=abs(p.y+.16)-.06;
p.z-=-1.1;
Expand All @@ -129,27 +129,27 @@ MarchData gunPod(vec3 p)
const float rr=.35,chamfer=.1;
vec3 pp=p;
pp.z=abs(pp.z)-.5;
r.d=sdCappedCone(pp,vec3(0.),vec3(0.,0.,-chamfer),rr-chamfer,rr);
r.d=sdCappedCone(pp,vec3(0),vec3(0,0,-chamfer),rr-chamfer,rr);
r.d=min(r.d,sdCappedCylinder(p,rr,.4));
pp=vec3(p.x,.28-p.y,p.z);
r.d=min(r.d,sdTriPrism(pp,vec2(.1,.5)));
pp=p;
pp.x=abs(p.x);
pp.xy*=rot(.78525);
float bump=sign(sin(pp.z*33.3))*.003,d=sdBox(pp,vec3(.1-bump,.38-bump,.34))-.02;
pp=p-vec3(0.,0.,-.6);
pp=p-vec3(0,0,-.6);
pp.x=abs(pp.x)-.1;
d=min(d,sdCappedCylinder(pp,.06,.15));
d=min(d,sdCappedCylinder(pp+vec3(0.,.12,-.05),.06,.05));
d=min(d,sdBox(p+vec3(0.,0.,.54),vec3(.1,.06,.04)));
d=min(d,sdCappedCylinder(pp+vec3(0,.12,-.05),.06,.05));
d=min(d,sdBox(p+vec3(0,0,.54),vec3(.1,.06,.04)));
if(d<r.d)
d=max(d,-sdCappedCylinder(pp+vec3(0.,0.,.1),.03,.2)),r.d=d,r.mat=vec3(.02);
d=max(d,-sdCappedCylinder(pp+vec3(0,0,.1),.03,.2)),r.d=d,r.mat=vec3(.02);
float fs=fireShock();
if(fs>.5)
{
d=sdCappedCylinder(pp,.01+pp.z*.05,fract(fs*3322.423)*.5+.9);
if(d<r.d)
r.d=d,r.mat=vec3(1.),glow+=.1/(.01+d*d*400.);
r.d=d,r.mat=vec3(1),glow+=.1/(.01+d*d*400.);
}
return r;
}
Expand All @@ -158,10 +158,10 @@ MarchData arms(vec3 p)
MarchData r;
setBodyMaterial(r);
p.x=abs(p.x);
p.yz+=vec2(.24,0.);
p.yz+=vec2(.24,0);
p.xy*=rot(.15*(gunsUp-1.));
const vec3 elbow=vec3(1.5,0.,0.),wrist=elbow-vec3(0.,0.,.3);
r.d=min(sdCapsule(p,vec3(0.),elbow,.2),sdCapsule(p,elbow,wrist,.2));
const vec3 elbow=vec3(1.5,0,0),wrist=elbow-vec3(0,0,.3);
r.d=min(sdCapsule(p,vec3(0),elbow,.2),sdCapsule(p,elbow,wrist,.2));
p-=wrist;
p.z-=gunsForward*.15;
return minResult(r,gunPod(p));
Expand Down Expand Up @@ -232,8 +232,8 @@ MarchData legs(vec3 p)
p.y+=.68;
p.xy=abs(p.xy)-.12;
float silver=sdBox(p,vec3(.07,.05,1.2));
cp-=vec3(0.,-.7,0.);
r.d=sdBox(cp-vec3(0.,0.,1.15),vec3(.17,.17,.07))-.04;
cp-=vec3(0,-.7,0);
r.d=sdBox(cp-vec3(0,0,1.15),vec3(.17,.17,.07))-.04;
cp.z+=1.;
r.d=min(r.d,sdChamferedCube(cp.xzy,vec2(.28-sign(abs(cp.z)-.3)*.01,.5).xyx,.18));
r.d=min(r.d,foot(cp));
Expand Down Expand Up @@ -262,10 +262,10 @@ MarchData room(vec3 p)
r.mat=vec3(.4);
r.specPower=1e7;
vec3 frameInner=vec3(2.8,2.6,.1);
vec2 xy=p.xy-vec2(0.,2.);
vec2 xy=p.xy-vec2(0,2);
p.x=abs(p.x);
p.yz+=vec2(.5,-3.4);
float doorHole=sdBox(p,frameInner+vec3(0.,0.,1.)),backWall=length(p.z-8.);
float doorHole=sdBox(p,frameInner+vec3(0,0,1)),backWall=length(p.z-8.);
r.d=min(backWall,max(length(p.z),-doorHole+.1));
if(r.d==backWall)
{
Expand All @@ -282,7 +282,7 @@ MarchData room(vec3 p)
p.x+=doorWidth;
float door=sdBox(p,vec3(doorWidth,frameInner.yz));
p=abs(p)-vec3(doorWidth*.5,1.1,.14);
door=max(door,-max(sdBox(p,vec3(.45,.9,.1)),-sdBox(p,vec3(.35,.8,1.))));
door=max(door,-max(sdBox(p,vec3(.45,.9,.1)),-sdBox(p,vec3(.35,.8,1))));
float d=min(doorFrame,door);
if(d<r.d)
r.d=d,r.mat=vec3(.02,.02,.024),r.specPower=10.;
Expand Down Expand Up @@ -313,7 +313,7 @@ float calcShadow(vec3 p,vec3 lightPos)
vec3 calcNormal(vec3 p,float t)
{
float d=.01*t*.33;
vec2 e=vec2(1.,-1.)*.5773*d;
vec2 e=vec2(1,-1)*.5773*d;
return normalize(e.xyy*map(p+e.xyy).d+e.yyx*map(p+e.yyx).d+e.yxy*map(p+e.yxy).d+e.xxx*map(p+e.xxx).d);
}
float ao(vec3 p,vec3 n,float h)
Expand All @@ -328,11 +328,11 @@ vec3 vignette(vec3 col,vec2 fragCoord)
}
vec3 applyLighting(vec3 p,vec3 rd,float d,MarchData data)
{
const vec3 sunPos=vec3(10.,10.,-10.);
const vec3 sunPos=vec3(10,10,-10);
vec3 sunDir=normalize(sunPos-p),n=calcNormal(p,d);
float primary=max(0.,dot(sunDir,n)),bounce=max(0.,dot(-sunDir,n))*.2,spe=pow(max(0.,dot(rd,reflect(sunDir,n))),data.specPower)*2.,fre=smoothstep(.7,1.,1.+dot(rd,n)),fog=exp(-length(p)*.05);
primary*=mix(.2,1.,calcShadow(p,sunPos));
vec3 lig=((primary+bounce)*ao(p,n,.33)+spe)*vec3(2.,1.6,1.7);
vec3 lig=((primary+bounce)*ao(p,n,.33)+spe)*vec3(2,1.6,1.7);
return mix(data.mat*lig,vec3(.01),fre)*fog;
}
vec3 getSceneColor(vec3 ro,vec3 rd)
Expand All @@ -347,7 +347,7 @@ vec3 getSceneColor(vec3 ro,vec3 rd)
if(abs(h.d)<MIN_DIST*d)
break;
if(d>MAX_DIST)
return vec3(0.);
return vec3(0);
d+=h.d;
}
float g=glow;
Expand All @@ -364,7 +364,7 @@ void mainImage(out vec4 fragColor,vec2 fragCoord)
vec3 ro,lookAt;
float startScene,endScene,time=mod(iTime,55.);
if(time<12.)
startScene=0.,endScene=12.,edWalk=0.,ro=vec3(0.,-1.5,-.625),lookAt=vec3(0.,-1.,edZ()),doorOpen=smoothstep(0.,1.,time/5.),stretch=remap(time,7.,10.,0.,1.);
startScene=0.,endScene=12.,edWalk=0.,ro=vec3(0,-1.5,-.625),lookAt=vec3(0,-1,edZ()),doorOpen=smoothstep(0.,1.,time/5.),stretch=remap(time,7.,10.,0.,1.);
else
if(time<25.)
{
Expand All @@ -373,16 +373,16 @@ void mainImage(out vec4 fragColor,vec2 fragCoord)
float t=time-startScene;
edWalk=smoothstep(0.,1.,remap(t,3.,8.,0.,1.));
ro=vec3(-.5*cos(t*.7),.5-t*.1,edZ()-3.);
lookAt=vec3(0.,0.,edZ());
lookAt=vec3(0,0,edZ());
}
else
if(time<29.)
{
startScene=25.;
endScene=29.;
float t=time-startScene;
ro=vec3(-2.,.5+t*.1,edZ()-3.);
lookAt=vec3(0.,0.,edZ());
ro=vec3(-2,.5+t*.1,edZ()-3.);
lookAt=vec3(0,0,edZ());
}
else
if(time<37.)
Expand All @@ -391,7 +391,7 @@ void mainImage(out vec4 fragColor,vec2 fragCoord)
endScene=37.;
float t=time-startScene;
ro=vec3(1.5,-1.-t*.05,edZ()-5.);
lookAt=vec3(0.,-1.,edZ());
lookAt=vec3(0,-1,edZ());
stretch=remap(t,2.,5.,1.,0.);
}
else
Expand All @@ -402,13 +402,13 @@ void mainImage(out vec4 fragColor,vec2 fragCoord)
float t=time-startScene;
ro=vec3(-1.8,-.5,edZ()-2.5);
stretch=remap(t,2.,3.,0.,1.)-remap(t,11.5,14.5,0.,1.);
lookAt=vec3(0.,stretch*.5-.5,edZ());
lookAt=vec3(0,stretch*.5-.5,edZ());
edTwist=remap(t,3.,3.2,0.,1.)*stretch;
edDown=remap(t,3.2,3.4,0.,1.)*stretch;
edShoot=t<=9.5?remap(t,4.,9.5,0.,1.):0.;
}
float dim=1.-cos(min(1.,2.*min(abs(time-startScene),abs(time-endScene)))*3.141/2.);
vec3 col=vec3(0.);
vec3 col=vec3(0);

#ifdef AA

Expand All @@ -434,5 +434,5 @@ void mainImage(out vec4 fragColor,vec2 fragCoord)

#endif

fragColor=vec4(vignette(pow(col*dim,vec3(.4545)),fragCoord),1.);
fragColor=vec4(vignette(pow(col*dim,vec3(.4545)),fragCoord),1);
}
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