summaryrefslogtreecommitdiffstats
path: root/src/3rdparty/angle/src/compiler/translator/BuiltInFunctionEmulatorHLSL.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/3rdparty/angle/src/compiler/translator/BuiltInFunctionEmulatorHLSL.cpp')
-rw-r--r--src/3rdparty/angle/src/compiler/translator/BuiltInFunctionEmulatorHLSL.cpp410
1 files changed, 410 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/compiler/translator/BuiltInFunctionEmulatorHLSL.cpp b/src/3rdparty/angle/src/compiler/translator/BuiltInFunctionEmulatorHLSL.cpp
new file mode 100644
index 0000000000..7123a0d5c0
--- /dev/null
+++ b/src/3rdparty/angle/src/compiler/translator/BuiltInFunctionEmulatorHLSL.cpp
@@ -0,0 +1,410 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+#include "angle_gl.h"
+#include "compiler/translator/BuiltInFunctionEmulator.h"
+#include "compiler/translator/BuiltInFunctionEmulatorHLSL.h"
+#include "compiler/translator/SymbolTable.h"
+
+void InitBuiltInFunctionEmulatorForHLSL(BuiltInFunctionEmulator *emu)
+{
+ TType float1(EbtFloat);
+ TType float2(EbtFloat, 2);
+ TType float3(EbtFloat, 3);
+ TType float4(EbtFloat, 4);
+
+ emu->addEmulatedFunction(EOpMod, float1, float1,
+ "float webgl_mod_emu(float x, float y)\n"
+ "{\n"
+ " return x - y * floor(x / y);\n"
+ "}\n"
+ "\n");
+ emu->addEmulatedFunction(EOpMod, float2, float2,
+ "float2 webgl_mod_emu(float2 x, float2 y)\n"
+ "{\n"
+ " return x - y * floor(x / y);\n"
+ "}\n"
+ "\n");
+ emu->addEmulatedFunction(EOpMod, float2, float1,
+ "float2 webgl_mod_emu(float2 x, float y)\n"
+ "{\n"
+ " return x - y * floor(x / y);\n"
+ "}\n"
+ "\n");
+ emu->addEmulatedFunction(EOpMod, float3, float3,
+ "float3 webgl_mod_emu(float3 x, float3 y)\n"
+ "{\n"
+ " return x - y * floor(x / y);\n"
+ "}\n"
+ "\n");
+ emu->addEmulatedFunction(EOpMod, float3, float1,
+ "float3 webgl_mod_emu(float3 x, float y)\n"
+ "{\n"
+ " return x - y * floor(x / y);\n"
+ "}\n"
+ "\n");
+ emu->addEmulatedFunction(EOpMod, float4, float4,
+ "float4 webgl_mod_emu(float4 x, float4 y)\n"
+ "{\n"
+ " return x - y * floor(x / y);\n"
+ "}\n"
+ "\n");
+ emu->addEmulatedFunction(EOpMod, float4, float1,
+ "float4 webgl_mod_emu(float4 x, float y)\n"
+ "{\n"
+ " return x - y * floor(x / y);\n"
+ "}\n"
+ "\n");
+
+ emu->addEmulatedFunction(EOpFaceForward, float1, float1, float1,
+ "float webgl_faceforward_emu(float N, float I, float Nref)\n"
+ "{\n"
+ " if(dot(Nref, I) >= 0)\n"
+ " {\n"
+ " return -N;\n"
+ " }\n"
+ " else\n"
+ " {\n"
+ " return N;\n"
+ " }\n"
+ "}\n"
+ "\n");
+ emu->addEmulatedFunction(EOpFaceForward, float2, float2, float2,
+ "float2 webgl_faceforward_emu(float2 N, float2 I, float2 Nref)\n"
+ "{\n"
+ " if(dot(Nref, I) >= 0)\n"
+ " {\n"
+ " return -N;\n"
+ " }\n"
+ " else\n"
+ " {\n"
+ " return N;\n"
+ " }\n"
+ "}\n"
+ "\n");
+ emu->addEmulatedFunction(EOpFaceForward, float3, float3, float3,
+ "float3 webgl_faceforward_emu(float3 N, float3 I, float3 Nref)\n"
+ "{\n"
+ " if(dot(Nref, I) >= 0)\n"
+ " {\n"
+ " return -N;\n"
+ " }\n"
+ " else\n"
+ " {\n"
+ " return N;\n"
+ " }\n"
+ "}\n"
+ "\n");
+ emu->addEmulatedFunction(EOpFaceForward, float4, float4, float4,
+ "float4 webgl_faceforward_emu(float4 N, float4 I, float4 Nref)\n"
+ "{\n"
+ " if(dot(Nref, I) >= 0)\n"
+ " {\n"
+ " return -N;\n"
+ " }\n"
+ " else\n"
+ " {\n"
+ " return N;\n"
+ " }\n"
+ "}\n"
+ "\n");
+
+ emu->addEmulatedFunction(EOpAtan, float1, float1,
+ "float webgl_atan_emu(float y, float x)\n"
+ "{\n"
+ " if(x == 0 && y == 0) x = 1;\n" // Avoid producing a NaN
+ " return atan2(y, x);\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpAtan, float2, float2,
+ "float2 webgl_atan_emu(float2 y, float2 x)\n"
+ "{\n"
+ " if(x[0] == 0 && y[0] == 0) x[0] = 1;\n"
+ " if(x[1] == 0 && y[1] == 0) x[1] = 1;\n"
+ " return float2(atan2(y[0], x[0]), atan2(y[1], x[1]));\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpAtan, float3, float3,
+ "float3 webgl_atan_emu(float3 y, float3 x)\n"
+ "{\n"
+ " if(x[0] == 0 && y[0] == 0) x[0] = 1;\n"
+ " if(x[1] == 0 && y[1] == 0) x[1] = 1;\n"
+ " if(x[2] == 0 && y[2] == 0) x[2] = 1;\n"
+ " return float3(atan2(y[0], x[0]), atan2(y[1], x[1]), atan2(y[2], x[2]));\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpAtan, float4, float4,
+ "float4 webgl_atan_emu(float4 y, float4 x)\n"
+ "{\n"
+ " if(x[0] == 0 && y[0] == 0) x[0] = 1;\n"
+ " if(x[1] == 0 && y[1] == 0) x[1] = 1;\n"
+ " if(x[2] == 0 && y[2] == 0) x[2] = 1;\n"
+ " if(x[3] == 0 && y[3] == 0) x[3] = 1;\n"
+ " return float4(atan2(y[0], x[0]), atan2(y[1], x[1]), atan2(y[2], x[2]), atan2(y[3], x[3]));\n"
+ "}\n");
+
+ emu->addEmulatedFunction(EOpAsinh, float1,
+ "float webgl_asinh_emu(in float x) {\n"
+ " return log(x + sqrt(pow(x, 2.0) + 1.0));\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpAsinh, float2,
+ "float2 webgl_asinh_emu(in float2 x) {\n"
+ " return log(x + sqrt(pow(x, 2.0) + 1.0));\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpAsinh, float3,
+ "float3 webgl_asinh_emu(in float3 x) {\n"
+ " return log(x + sqrt(pow(x, 2.0) + 1.0));\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpAsinh, float4,
+ "float4 webgl_asinh_emu(in float4 x) {\n"
+ " return log(x + sqrt(pow(x, 2.0) + 1.0));\n"
+ "}\n");
+
+ emu->addEmulatedFunction(EOpAcosh, float1,
+ "float webgl_acosh_emu(in float x) {\n"
+ " return log(x + sqrt(x + 1.0) * sqrt(x - 1.0));\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpAcosh, float2,
+ "float2 webgl_acosh_emu(in float2 x) {\n"
+ " return log(x + sqrt(x + 1.0) * sqrt(x - 1.0));\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpAcosh, float3,
+ "float3 webgl_acosh_emu(in float3 x) {\n"
+ " return log(x + sqrt(x + 1.0) * sqrt(x - 1.0));\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpAcosh, float4,
+ "float4 webgl_acosh_emu(in float4 x) {\n"
+ " return log(x + sqrt(x + 1.0) * sqrt(x - 1.0));\n"
+ "}\n");
+
+ emu->addEmulatedFunction(EOpAtanh, float1,
+ "float webgl_atanh_emu(in float x) {\n"
+ " return 0.5 * log((1.0 + x) / (1.0 - x));\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpAtanh, float2,
+ "float2 webgl_atanh_emu(in float2 x) {\n"
+ " return 0.5 * log((1.0 + x) / (1.0 - x));\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpAtanh, float3,
+ "float3 webgl_atanh_emu(in float3 x) {\n"
+ " return 0.5 * log((1.0 + x) / (1.0 - x));\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpAtanh, float4,
+ "float4 webgl_atanh_emu(in float4 x) {\n"
+ " return 0.5 * log((1.0 + x) / (1.0 - x));\n"
+ "}\n");
+
+ emu->addEmulatedFunction(EOpRoundEven, float1,
+ "float webgl_roundEven_emu(in float x) {\n"
+ " return (frac(x) == 0.5 && trunc(x) % 2.0 == 0.0) ? trunc(x) : round(x);\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpRoundEven, float2,
+ "float2 webgl_roundEven_emu(in float2 x) {\n"
+ " float2 v;\n"
+ " v[0] = (frac(x[0]) == 0.5 && trunc(x[0]) % 2.0 == 0.0) ? trunc(x[0]) : round(x[0]);\n"
+ " v[1] = (frac(x[1]) == 0.5 && trunc(x[1]) % 2.0 == 0.0) ? trunc(x[1]) : round(x[1]);\n"
+ " return v;\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpRoundEven, float3,
+ "float3 webgl_roundEven_emu(in float3 x) {\n"
+ " float3 v;\n"
+ " v[0] = (frac(x[0]) == 0.5 && trunc(x[0]) % 2.0 == 0.0) ? trunc(x[0]) : round(x[0]);\n"
+ " v[1] = (frac(x[1]) == 0.5 && trunc(x[1]) % 2.0 == 0.0) ? trunc(x[1]) : round(x[1]);\n"
+ " v[2] = (frac(x[2]) == 0.5 && trunc(x[2]) % 2.0 == 0.0) ? trunc(x[2]) : round(x[2]);\n"
+ " return v;\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpRoundEven, float4,
+ "float4 webgl_roundEven_emu(in float4 x) {\n"
+ " float4 v;\n"
+ " v[0] = (frac(x[0]) == 0.5 && trunc(x[0]) % 2.0 == 0.0) ? trunc(x[0]) : round(x[0]);\n"
+ " v[1] = (frac(x[1]) == 0.5 && trunc(x[1]) % 2.0 == 0.0) ? trunc(x[1]) : round(x[1]);\n"
+ " v[2] = (frac(x[2]) == 0.5 && trunc(x[2]) % 2.0 == 0.0) ? trunc(x[2]) : round(x[2]);\n"
+ " v[3] = (frac(x[3]) == 0.5 && trunc(x[3]) % 2.0 == 0.0) ? trunc(x[3]) : round(x[3]);\n"
+ " return v;\n"
+ "}\n");
+
+ emu->addEmulatedFunction(EOpPackSnorm2x16, float2,
+ "int webgl_toSnorm(in float x) {\n"
+ " return int(round(clamp(x, -1.0, 1.0) * 32767.0));\n"
+ "}\n"
+ "\n"
+ "uint webgl_packSnorm2x16_emu(in float2 v) {\n"
+ " int x = webgl_toSnorm(v.x);\n"
+ " int y = webgl_toSnorm(v.y);\n"
+ " return (asuint(y) << 16) | (asuint(x) & 0xffffu);\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpPackUnorm2x16, float2,
+ "uint webgl_toUnorm(in float x) {\n"
+ " return uint(round(clamp(x, 0.0, 1.0) * 65535.0));\n"
+ "}\n"
+ "\n"
+ "uint webgl_packUnorm2x16_emu(in float2 v) {\n"
+ " uint x = webgl_toUnorm(v.x);\n"
+ " uint y = webgl_toUnorm(v.y);\n"
+ " return (y << 16) | x;\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpPackHalf2x16, float2,
+ "uint webgl_packHalf2x16_emu(in float2 v) {\n"
+ " uint x = f32tof16(v.x);\n"
+ " uint y = f32tof16(v.y);\n"
+ " return (y << 16) | x;\n"
+ "}\n");
+
+ TType uint1(EbtUInt);
+
+ emu->addEmulatedFunction(EOpUnpackSnorm2x16, uint1,
+ "float webgl_fromSnorm(in uint x) {\n"
+ " int xi = asint(x & 0x7fffu) - asint(x & 0x8000u);\n"
+ " return clamp(float(xi) / 32767.0, -1.0, 1.0);\n"
+ "}\n"
+ "\n"
+ "float2 webgl_unpackSnorm2x16_emu(in uint u) {\n"
+ " uint y = (u >> 16);\n"
+ " uint x = u;\n"
+ " return float2(webgl_fromSnorm(x), webgl_fromSnorm(y));\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpUnpackUnorm2x16, uint1,
+ "float webgl_fromUnorm(in uint x) {\n"
+ " return float(x) / 65535.0;\n"
+ "}\n"
+ "\n"
+ "float2 webgl_unpackUnorm2x16_emu(in uint u) {\n"
+ " uint y = (u >> 16);\n"
+ " uint x = u & 0xffffu;\n"
+ " return float2(webgl_fromUnorm(x), webgl_fromUnorm(y));\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpUnpackHalf2x16, uint1,
+ "float2 webgl_unpackHalf2x16_emu(in uint u) {\n"
+ " uint y = (u >> 16);\n"
+ " uint x = u & 0xffffu;\n"
+ " return float2(f16tof32(x), f16tof32(y));\n"
+ "}\n");
+
+ // The matrix resulting from outer product needs to be transposed
+ // (matrices are stored as transposed to simplify element access in HLSL).
+ // So the function should return transpose(c * r) where c is a column vector
+ // and r is a row vector. This can be simplified by using the following
+ // formula:
+ // transpose(c * r) = transpose(r) * transpose(c)
+ // transpose(r) and transpose(c) are in a sense free, since to get the
+ // transpose of r, we simply can build a column matrix out of the original
+ // vector instead of a row matrix.
+ emu->addEmulatedFunction(EOpOuterProduct, float2, float2,
+ "float2x2 webgl_outerProduct_emu(in float2 c, in float2 r) {\n"
+ " return mul(float2x1(r), float1x2(c));\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpOuterProduct, float3, float3,
+ "float3x3 webgl_outerProduct_emu(in float3 c, in float3 r) {\n"
+ " return mul(float3x1(r), float1x3(c));\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpOuterProduct, float4, float4,
+ "float4x4 webgl_outerProduct_emu(in float4 c, in float4 r) {\n"
+ " return mul(float4x1(r), float1x4(c));\n"
+ "}\n");
+
+ emu->addEmulatedFunction(EOpOuterProduct, float3, float2,
+ "float2x3 webgl_outerProduct_emu(in float3 c, in float2 r) {\n"
+ " return mul(float2x1(r), float1x3(c));\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpOuterProduct, float2, float3,
+ "float3x2 webgl_outerProduct_emu(in float2 c, in float3 r) {\n"
+ " return mul(float3x1(r), float1x2(c));\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpOuterProduct, float4, float2,
+ "float2x4 webgl_outerProduct_emu(in float4 c, in float2 r) {\n"
+ " return mul(float2x1(r), float1x4(c));\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpOuterProduct, float2, float4,
+ "float4x2 webgl_outerProduct_emu(in float2 c, in float4 r) {\n"
+ " return mul(float4x1(r), float1x2(c));\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpOuterProduct, float4, float3,
+ "float3x4 webgl_outerProduct_emu(in float4 c, in float3 r) {\n"
+ " return mul(float3x1(r), float1x4(c));\n"
+ "}\n");
+ emu->addEmulatedFunction(EOpOuterProduct, float3, float4,
+ "float4x3 webgl_outerProduct_emu(in float3 c, in float4 r) {\n"
+ " return mul(float4x1(r), float1x3(c));\n"
+ "}\n");
+
+ TType mat2(EbtFloat, 2, 2);
+ TType mat3(EbtFloat, 3, 3);
+ TType mat4(EbtFloat, 4, 4);
+
+ // Remember here that the parameter matrix is actually the transpose
+ // of the matrix that we're trying to invert, and the resulting matrix
+ // should also be the transpose of the inverse.
+
+ // When accessing the parameter matrix with m[a][b] it can be thought of so
+ // that a is the column and b is the row of the matrix that we're inverting.
+
+ // We calculate the inverse as the adjugate matrix divided by the
+ // determinant of the matrix being inverted. However, as the result needs
+ // to be transposed, we actually use of the transpose of the adjugate matrix
+ // which happens to be the cofactor matrix. That's stored in "cof".
+
+ // We don't need to care about divide-by-zero since results are undefined
+ // for singular or poorly-conditioned matrices.
+
+ emu->addEmulatedFunction(EOpInverse, mat2,
+ "float2x2 webgl_inverse_emu(in float2x2 m) {\n"
+ " float2x2 cof = { m[1][1], -m[0][1], -m[1][0], m[0][0] };\n"
+ " return cof / determinant(transpose(m));\n"
+ "}\n");
+
+ // cofAB is the cofactor for column A and row B.
+
+ emu->addEmulatedFunction(EOpInverse, mat3,
+ "float3x3 webgl_inverse_emu(in float3x3 m) {\n"
+ " float cof00 = m[1][1] * m[2][2] - m[2][1] * m[1][2];\n"
+ " float cof01 = -(m[1][0] * m[2][2] - m[2][0] * m[1][2]);\n"
+ " float cof02 = m[1][0] * m[2][1] - m[2][0] * m[1][1];\n"
+ " float cof10 = -(m[0][1] * m[2][2] - m[2][1] * m[0][2]);\n"
+ " float cof11 = m[0][0] * m[2][2] - m[2][0] * m[0][2];\n"
+ " float cof12 = -(m[0][0] * m[2][1] - m[2][0] * m[0][1]);\n"
+ " float cof20 = m[0][1] * m[1][2] - m[1][1] * m[0][2];\n"
+ " float cof21 = -(m[0][0] * m[1][2] - m[1][0] * m[0][2]);\n"
+ " float cof22 = m[0][0] * m[1][1] - m[1][0] * m[0][1];\n"
+ " float3x3 cof = { cof00, cof10, cof20, cof01, cof11, cof21, cof02, cof12, cof22 };\n"
+ " return cof / determinant(transpose(m));\n"
+ "}\n");
+
+ emu->addEmulatedFunction(EOpInverse, mat4,
+ "float4x4 webgl_inverse_emu(in float4x4 m) {\n"
+ " float cof00 = m[1][1] * m[2][2] * m[3][3] + m[2][1] * m[3][2] * m[1][3] + m[3][1] * m[1][2] * m[2][3]"
+ " - m[1][1] * m[3][2] * m[2][3] - m[2][1] * m[1][2] * m[3][3] - m[3][1] * m[2][2] * m[1][3];\n"
+ " float cof01 = -(m[1][0] * m[2][2] * m[3][3] + m[2][0] * m[3][2] * m[1][3] + m[3][0] * m[1][2] * m[2][3]"
+ " - m[1][0] * m[3][2] * m[2][3] - m[2][0] * m[1][2] * m[3][3] - m[3][0] * m[2][2] * m[1][3]);\n"
+ " float cof02 = m[1][0] * m[2][1] * m[3][3] + m[2][0] * m[3][1] * m[1][3] + m[3][0] * m[1][1] * m[2][3]"
+ " - m[1][0] * m[3][1] * m[2][3] - m[2][0] * m[1][1] * m[3][3] - m[3][0] * m[2][1] * m[1][3];\n"
+ " float cof03 = -(m[1][0] * m[2][1] * m[3][2] + m[2][0] * m[3][1] * m[1][2] + m[3][0] * m[1][1] * m[2][2]"
+ " - m[1][0] * m[3][1] * m[2][2] - m[2][0] * m[1][1] * m[3][2] - m[3][0] * m[2][1] * m[1][2]);\n"
+ " float cof10 = -(m[0][1] * m[2][2] * m[3][3] + m[2][1] * m[3][2] * m[0][3] + m[3][1] * m[0][2] * m[2][3]"
+ " - m[0][1] * m[3][2] * m[2][3] - m[2][1] * m[0][2] * m[3][3] - m[3][1] * m[2][2] * m[0][3]);\n"
+ " float cof11 = m[0][0] * m[2][2] * m[3][3] + m[2][0] * m[3][2] * m[0][3] + m[3][0] * m[0][2] * m[2][3]"
+ " - m[0][0] * m[3][2] * m[2][3] - m[2][0] * m[0][2] * m[3][3] - m[3][0] * m[2][2] * m[0][3];\n"
+ " float cof12 = -(m[0][0] * m[2][1] * m[3][3] + m[2][0] * m[3][1] * m[0][3] + m[3][0] * m[0][1] * m[2][3]"
+ " - m[0][0] * m[3][1] * m[2][3] - m[2][0] * m[0][1] * m[3][3] - m[3][0] * m[2][1] * m[0][3]);\n"
+ " float cof13 = m[0][0] * m[2][1] * m[3][2] + m[2][0] * m[3][1] * m[0][2] + m[3][0] * m[0][1] * m[2][2]"
+ " - m[0][0] * m[3][1] * m[2][2] - m[2][0] * m[0][1] * m[3][2] - m[3][0] * m[2][1] * m[0][2];\n"
+ " float cof20 = m[0][1] * m[1][2] * m[3][3] + m[1][1] * m[3][2] * m[0][3] + m[3][1] * m[0][2] * m[1][3]"
+ " - m[0][1] * m[3][2] * m[1][3] - m[1][1] * m[0][2] * m[3][3] - m[3][1] * m[1][2] * m[0][3];\n"
+ " float cof21 = -(m[0][0] * m[1][2] * m[3][3] + m[1][0] * m[3][2] * m[0][3] + m[3][0] * m[0][2] * m[1][3]"
+ " - m[0][0] * m[3][2] * m[1][3] - m[1][0] * m[0][2] * m[3][3] - m[3][0] * m[1][2] * m[0][3]);\n"
+ " float cof22 = m[0][0] * m[1][1] * m[3][3] + m[1][0] * m[3][1] * m[0][3] + m[3][0] * m[0][1] * m[1][3]"
+ " - m[0][0] * m[3][1] * m[1][3] - m[1][0] * m[0][1] * m[3][3] - m[3][0] * m[1][1] * m[0][3];\n"
+ " float cof23 = -(m[0][0] * m[1][1] * m[3][2] + m[1][0] * m[3][1] * m[0][2] + m[3][0] * m[0][1] * m[1][2]"
+ " - m[0][0] * m[3][1] * m[1][2] - m[1][0] * m[0][1] * m[3][2] - m[3][0] * m[1][1] * m[0][2]);\n"
+ " float cof30 = -(m[0][1] * m[1][2] * m[2][3] + m[1][1] * m[2][2] * m[0][3] + m[2][1] * m[0][2] * m[1][3]"
+ " - m[0][1] * m[2][2] * m[1][3] - m[1][1] * m[0][2] * m[2][3] - m[2][1] * m[1][2] * m[0][3]);\n"
+ " float cof31 = m[0][0] * m[1][2] * m[2][3] + m[1][0] * m[2][2] * m[0][3] + m[2][0] * m[0][2] * m[1][3]"
+ " - m[0][0] * m[2][2] * m[1][3] - m[1][0] * m[0][2] * m[2][3] - m[2][0] * m[1][2] * m[0][3];\n"
+ " float cof32 = -(m[0][0] * m[1][1] * m[2][3] + m[1][0] * m[2][1] * m[0][3] + m[2][0] * m[0][1] * m[1][3]"
+ " - m[0][0] * m[2][1] * m[1][3] - m[1][0] * m[0][1] * m[2][3] - m[2][0] * m[1][1] * m[0][3]);\n"
+ " float cof33 = m[0][0] * m[1][1] * m[2][2] + m[1][0] * m[2][1] * m[0][2] + m[2][0] * m[0][1] * m[1][2]"
+ " - m[0][0] * m[2][1] * m[1][2] - m[1][0] * m[0][1] * m[2][2] - m[2][0] * m[1][1] * m[0][2];\n"
+ " float4x4 cof = { cof00, cof10, cof20, cof30, cof01, cof11, cof21, cof31,"
+ " cof02, cof12, cof22, cof32, cof03, cof13, cof23, cof33 };\n"
+ " return cof / determinant(transpose(m));\n"
+ "}\n");
+}