/**
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* @license
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* Copyright 2018 Google LLC. All Rights Reserved.
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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* =============================================================================
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*/
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/// <amd-module name="@tensorflow/tfjs-backend-webgl/dist/shader_compiler_util" />
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/**
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* Produces GLSL code that derives logical coordinates from a flat
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* index. The code performs integer division with each stride and decrements
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* the index until the index equals the final dimension coordinate.
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*/
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export declare function getLogicalCoordinatesFromFlatIndex(coords: string[], shape: number[], index?: string): string;
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export declare function getOutputLogicalCoordinatesFromFlatIndexByUniform(coords: string[], shape: number[], index?: string): string;
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export declare function getLogicalCoordinatesFromFlatIndexByUniform(coords: string[], variableName: string, index?: string): string;
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/**
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* Produces GLSL code that computes the dot product of the input x and y
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* vectors. Handles splitting inputs into increments of vec4s when necessary.
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*/
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export declare function dotify(x: string[], y: string[]): string;
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/**
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* Produces GLSL that computes the flat index from 3D coordinates.
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*/
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export declare function getFlatIndexFrom3D(shape: [number, number, number]): string;
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export declare function getFlatIndexFrom3DOutput(): string;
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export declare const ENCODE_FLOAT_SNIPPET = "\n const float FLOAT_MAX = 1.70141184e38;\n const float FLOAT_MIN = 1.17549435e-38;\n\n lowp vec4 encode_float(highp float v) {\n if (isnan(v)) {\n return vec4(255, 255, 255, 255);\n }\n\n highp float av = abs(v);\n\n if(av < FLOAT_MIN) {\n return vec4(0.0, 0.0, 0.0, 0.0);\n } else if(v > FLOAT_MAX) {\n return vec4(0.0, 0.0, 128.0, 127.0) / 255.0;\n } else if(v < -FLOAT_MAX) {\n return vec4(0.0, 0.0, 128.0, 255.0) / 255.0;\n }\n\n highp vec4 c = vec4(0,0,0,0);\n\n highp float e = floor(log2(av));\n highp float m = exp2(fract(log2(av))) - 1.0;\n\n c[2] = floor(128.0 * m);\n m -= c[2] / 128.0;\n c[1] = floor(32768.0 * m);\n m -= c[1] / 32768.0;\n c[0] = floor(8388608.0 * m);\n\n highp float ebias = e + 127.0;\n c[3] = floor(ebias / 2.0);\n ebias -= c[3] * 2.0;\n c[2] += floor(ebias) * 128.0;\n\n c[3] += 128.0 * step(0.0, -v);\n\n return c / 255.0;\n }\n";
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