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Oct 18th, 2018
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  1. int i13;
  2. i13 = 0;
  3. for (;i13<3;)
  4. {
  5. int i14;
  6. i14 = 0;
  7. for (;i14<3;)
  8. {
  9. uvec3 v15;
  10. v15.x = 0u;
  11. v15.y = uint(i14);
  12. v15.z = uint(i13);
  13. uvec3 v16;
  14. v16.xyz = (gl_LocalInvocationID+v15);
  15. uint u17;
  16. u17 = MaskLDS.Inner[int(v16.z)].Inner[int(v16.y)].Inner[int(v16.x)];
  17. uint u18;
  18. u18 = (u17&1023u);
  19. uint u19;
  20. u19 = ((u18>0u))?(1u):(0u);
  21. uint u20;
  22. u20 = (u4|u19);
  23. u4 = u20;
  24. uint u21;
  25. u21 = ((u17>>10u)&4095u);
  26. uint u22;
  27. u22 = ((u21>0u))?(4u):(0u);
  28. uint u23;
  29. u23 = (u20|u22);
  30. u4 = u23;
  31. uint u24;
  32. u24 = ((u17>>22u)&1023u);
  33. uint u25;
  34. u25 = ((u24>0u))?(8u):(0u);
  35. u4 = (u23|u25);
  36. uvec3 v26;
  37. v26.x = 1u;
  38. v26.y = uint(i14);
  39. v26.z = uint(i13);
  40. uvec3 v27;
  41. v27.xyz = (gl_LocalInvocationID+v26);
  42. uint u28;
  43. u28 = MaskLDS.Inner[int(v27.z)].Inner[int(v27.y)].Inner[int(v27.x)];
  44. uint u29;
  45. u29 = (u28&1023u);
  46. uint u30;
  47. u30 = ((u29>0u))?(1u):(0u);
  48. uint u31;
  49. u31 = (u4|u30);
  50. u4 = u31;
  51. uint u32;
  52. u32 = ((u28>>10u)&4095u);
  53. uint u33;
  54. u33 = ((u32>0u))?(4u):(0u);
  55. uint u34;
  56. u34 = (u31|u33);
  57. u4 = u34;
  58. uint u35;
  59. u35 = ((u28>>22u)&1023u);
  60. uint u36;
  61. u36 = ((u35>0u))?(8u):(0u);
  62. u4 = (u34|u36);
  63. uvec3 v37;
  64. v37.x = 2u;
  65. v37.y = uint(i14);
  66. v37.z = uint(i13);
  67. uvec3 v38;
  68. v38.xyz = (gl_LocalInvocationID+v37);
  69. uint u39;
  70. u39 = MaskLDS.Inner[int(v38.z)].Inner[int(v38.y)].Inner[int(v38.x)];
  71. uint u40;
  72. u40 = (u39&1023u);
  73. uint u41;
  74. u41 = ((u40>0u))?(1u):(0u);
  75. uint u42;
  76. u42 = (u4|u41);
  77. u4 = u42;
  78. uint u43;
  79. u43 = ((u39>>10u)&4095u);
  80. uint u44;
  81. u44 = ((u43>0u))?(4u):(0u);
  82. uint u45;
  83. u45 = (u42|u44);
  84. u4 = u45;
  85. uint u46;
  86. u46 = ((u39>>22u)&1023u);
  87. uint u47;
  88. u47 = ((u46>0u))?(8u):(0u);
  89. u4 = (u45|u47);
  90. i14 = (i14+1);
  91. }
  92. i13 = (i13+1);
  93. }
  94.  
  95.  
  96. SO MUCH BETTER:
  97.  
  98.  
  99. int i14;
  100. i14 = 0;
  101. for (;i14<3;)
  102. {
  103. uvec3 v15;
  104. v15.x = 0u;
  105. v15.y = 0u;
  106. v15.z = uint(i14);
  107. uvec3 v16;
  108. v16.xyz = (gl_LocalInvocationID+v15);
  109. u4 = (u4|MaskLDS.Inner[int(v16.z)].Inner[int(v16.y)].Inner[int(v16.x)]);
  110. uvec3 v17;
  111. v17.x = 1u;
  112. v17.y = 0u;
  113. v17.z = uint(i14);
  114. uvec3 v18;
  115. v18.xyz = (gl_LocalInvocationID+v17);
  116. u4 = (u4|MaskLDS.Inner[int(v18.z)].Inner[int(v18.y)].Inner[int(v18.x)]);
  117. uvec3 v19;
  118. v19.x = 2u;
  119. v19.y = 0u;
  120. v19.z = uint(i14);
  121. uvec3 v20;
  122. v20.xyz = (gl_LocalInvocationID+v19);
  123. u4 = (u4|MaskLDS.Inner[int(v20.z)].Inner[int(v20.y)].Inner[int(v20.x)]);
  124. uvec3 v21;
  125. v21.x = 0u;
  126. v21.y = 1u;
  127. v21.z = uint(i14);
  128. uvec3 v22;
  129. v22.xyz = (gl_LocalInvocationID+v21);
  130. u4 = (u4|MaskLDS.Inner[int(v22.z)].Inner[int(v22.y)].Inner[int(v22.x)]);
  131. uvec3 v23;
  132. v23.x = 1u;
  133. v23.y = 1u;
  134. v23.z = uint(i14);
  135. uvec3 v24;
  136. v24.xyz = (gl_LocalInvocationID+v23);
  137. u4 = (u4|MaskLDS.Inner[int(v24.z)].Inner[int(v24.y)].Inner[int(v24.x)]);
  138. uvec3 v25;
  139. v25.x = 2u;
  140. v25.y = 1u;
  141. v25.z = uint(i14);
  142. uvec3 v26;
  143. v26.xyz = (gl_LocalInvocationID+v25);
  144. u4 = (u4|MaskLDS.Inner[int(v26.z)].Inner[int(v26.y)].Inner[int(v26.x)]);
  145. uvec3 v27;
  146. v27.x = 0u;
  147. v27.y = 2u;
  148. v27.z = uint(i14);
  149. uvec3 v28;
  150. v28.xyz = (gl_LocalInvocationID+v27);
  151. u4 = (u4|MaskLDS.Inner[int(v28.z)].Inner[int(v28.y)].Inner[int(v28.x)]);
  152. uvec3 v29;
  153. v29.x = 1u;
  154. v29.y = 2u;
  155. v29.z = uint(i14);
  156. uvec3 v30;
  157. v30.xyz = (gl_LocalInvocationID+v29);
  158. u4 = (u4|MaskLDS.Inner[int(v30.z)].Inner[int(v30.y)].Inner[int(v30.x)]);
  159. uvec3 v31;
  160. v31.x = 2u;
  161. v31.y = 2u;
  162. v31.z = uint(i14);
  163. uvec3 v32;
  164. v32.xyz = (gl_LocalInvocationID+v31);
  165. u4 = (u4|MaskLDS.Inner[int(v32.z)].Inner[int(v32.y)].Inner[int(v32.x)]);
  166. i14 = (i14+1);
  167. }
  168. uint u33;
  169. u33 = (u4&1023u);
  170. uint u34;
  171. u34 = ((u33>0u))?(1u):(0u);
  172. uint u35;
  173. u35 = (u13|u34);
  174. uint u36;
  175. u36 = ((u4>>10u)&4095u);
  176. uint u37;
  177. u37 = ((u36>0u))?(4u):(0u);
  178. uint u38;
  179. u38 = (u35|u37);
  180. uint u39;
  181. u39 = ((u4>>22u)&1023u);
  182. uint u40;
  183. u40 = ((u39>0u))?(8u):(0u);
  184. uint u41;
  185. u41 = (u38|u40);
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