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Fix GPUParticles are not rendered for older AMD GPUs with OpenGL+Angle
Using a better and faster algorithm for the float conversions
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61598c5c88
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@ -9,19 +9,17 @@
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// Floating point pack/unpack functions are part of the GLSL ES 300 specification used by web and mobile.
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uint float2half(uint f) {
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uint e = f & uint(0x7f800000);
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if (e <= uint(0x38000000)) {
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return uint(0);
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} else {
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return ((f >> uint(16)) & uint(0x8000)) |
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(((e - uint(0x38000000)) >> uint(13)) & uint(0x7c00)) |
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((f >> uint(13)) & uint(0x03ff));
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}
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uint b = f + uint(0x00001000);
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uint e = (b & uint(0x7F800000)) >> 23;
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uint m = b & uint(0x007FFFFF);
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return (b & uint(0x80000000)) >> uint(16) | uint(e > uint(112)) * ((((e - uint(112)) << uint(10)) & uint(0x7C00)) | m >> uint(13)) | (uint(e < uint(113)) & uint(e > uint(101))) * ((((uint(0x007FF000) + m) >> (uint(125) - e)) + uint(1)) >> uint(1)) | uint(e > uint(143)) * uint(0x7FFF);
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}
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uint half2float(uint h) {
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uint h_e = h & uint(0x7c00);
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return ((h & uint(0x8000)) << uint(16)) | uint((h_e >> uint(10)) != uint(0)) * (((h_e + uint(0x1c000)) << uint(13)) | ((h & uint(0x03ff)) << uint(13)));
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uint e = (h & uint(0x7C00)) >> uint(10);
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uint m = (h & uint(0x03FF)) << uint(13);
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uint v = m >> uint(23);
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return (h & uint(0x8000)) << uint(16) | uint(e != uint(0)) * ((e + uint(112)) << uint(23) | m) | (uint(e == uint(0)) & uint(m != uint(0))) * ((v - uint(37)) << uint(23) | ((m << (uint(150) - v)) & uint(0x007FE000)));
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}
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uint godot_packHalf2x16(vec2 v) {
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