/**
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* @license
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* Copyright 2018 Google Inc. 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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import * as broadcast_util from '../../ops/broadcast_util';
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import {sizeFromShape} from '../../util';
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import {getChannels} from '../packing_util';
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import {GPGPUProgram} from './gpgpu_math';
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import {getCoordsDataType} from './shader_compiler';
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const CHECK_NAN_SNIPPET = `
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result.r = isNaN.r > 0. ? NAN : result.r;
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result.g = isNaN.g > 0. ? NAN : result.g;
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result.b = isNaN.b > 0. ? NAN : result.b;
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result.a = isNaN.a > 0. ? NAN : result.a;
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`;
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// We do the same as in ./binaryop_gpu, with vec4 and ivec4.
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// On Linux, the vectorized implementation produces NaNs when a and b are 0.
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export const DIV = `
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// vec4 one = vec4(equal(a, b));
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// return one + (vec4(1.0) - one) * a / b;
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vec4 result = a / b;
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if(a.x == b.x) {
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result.x = 1.;
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}
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if(a.y == b.y) {
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result.y = 1.;
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}
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if(a.z == b.z) {
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result.z = 1.;
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}
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if(a.w == b.w) {
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result.w = 1.;
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}
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return result;
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`;
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export const INT_DIV = `
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ivec4 ia = round(a);
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ivec4 ib = round(b);
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bvec4 cond = notEqual(ib, ivec4(0));
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ivec4 result = ivec4(0);
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vec4 s = sign(a) * sign(b);
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// Windows (D3D) wants guaranteed non-zero int division at compile-time.
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if (cond[0]) {
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result[0] = idiv(ia[0], ib[0], s[0]);
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}
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if (cond[1]) {
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result[1] = idiv(ia[1], ib[1], s[1]);
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}
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if (cond[2]) {
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result[2] = idiv(ia[2], ib[2], s[2]);
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}
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if (cond[3]) {
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result[3] = idiv(ia[3], ib[3], s[3]);
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}
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return vec4(result);
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`;
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export const POW = `
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// isModRound1 has 1 for components with round(mod(b, 2.0)) == 1, 0 otherwise.
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vec4 isModRound1 = vec4(equal(round(mod(b, 2.0)), ivec4(1)));
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vec4 multiplier = sign(a) * isModRound1 + (vec4(1.0) - isModRound1);
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vec4 result = multiplier * pow(abs(a), b);
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// Ensure that a^0 = 1, including 0^0 = 1 as this correspond to TF and JS
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bvec4 isExpZero = equal(b, vec4(0.0));
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result.r = isExpZero.r ? 1.0 : result.r;
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result.g = isExpZero.g ? 1.0 : result.g;
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result.b = isExpZero.b ? 1.0 : result.b;
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result.a = isExpZero.a ? 1.0 : result.a;
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vec4 isNaN = vec4(lessThan(a, vec4(0.0))) * vec4(lessThan(floor(b), b));
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` +
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CHECK_NAN_SNIPPET + `
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return result;
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`;
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export const PRELU = `
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vec4 aLessThanZero = vec4(lessThan(a, vec4(0.)));
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return (aLessThanZero * (b * a)) + ((vec4(1.0) - aLessThanZero) * a);
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`;
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export const ELU_DER = `
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vec4 bGTEZero = vec4(greaterThanEqual(b, vec4(0.)));
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return (bGTEZero * a) + ((vec4(1.0) - bGTEZero) * (a * (b + vec4(1.0))));
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`;
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export const ATAN2 = `
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vec4 result = atan(a, b);
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vec4 isNaN = min(vec4(isnan(a)) + vec4(isnan(b)), vec4(1.0));
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` +
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CHECK_NAN_SNIPPET + `
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return result;
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`;
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export const EQUAL = `
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return vec4(equal(a, b));
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`;
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export const NOT_EQUAL = `
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return vec4(notEqual(a, b));
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`;
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export const LESS = `
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return vec4(lessThan(a, b));
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`;
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export const LESS_EQUAL = `
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return vec4(lessThanEqual(a, b));
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`;
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export const GREATER = `
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return vec4(greaterThan(a, b));
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`;
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export const GREATER_EQUAL = `
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return vec4(greaterThanEqual(a, b));
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`;
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export const LOGICAL_AND = `
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return vec4(
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vec4(greaterThanEqual(a, vec4(1.0))) *
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vec4(greaterThanEqual(b, vec4(1.0))));
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`;
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export const LOGICAL_OR = `
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return min(
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vec4(greaterThanEqual(a, vec4(1.0))) +
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vec4(greaterThanEqual(b, vec4(1.0))),
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vec4(1.0));
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`;
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export const MAX = `
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vec4 result = vec4(max(a, b));
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vec4 isNaN = min(vec4(isnan(a)) + vec4(isnan(b)), vec4(1.0));
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` +
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CHECK_NAN_SNIPPET + `
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return result;
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`;
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export const MIN = `
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vec4 result = vec4(min(a, b));
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vec4 isNaN = min(vec4(isnan(a)) + vec4(isnan(b)), vec4(1.0));
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` +
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CHECK_NAN_SNIPPET + `
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return result;
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`;
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export const MOD = `
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vec4 result = mod(a, b);
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vec4 isNaN = vec4(equal(b, vec4(0.0)));
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` +
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CHECK_NAN_SNIPPET + `
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return result;
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`;
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export class BinaryOpPackedProgram implements GPGPUProgram {
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variableNames = ['A', 'B'];
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outputShape: number[];
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userCode: string;
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supportsBroadcasting = true;
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packedInputs = true;
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packedOutput = true;
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constructor(
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op: string, aShape: number[], bShape: number[],
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checkOutOfBounds = false) {
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this.outputShape =
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broadcast_util.assertAndGetBroadcastShape(aShape, bShape);
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const rank = this.outputShape.length;
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let checkOutOfBoundsString = '';
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if (checkOutOfBounds) {
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if (rank === 0 || sizeFromShape(this.outputShape) === 1) {
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checkOutOfBoundsString = `
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result.y = 0.;
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result.z = 0.;
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result.w = 0.;
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`;
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} else {
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const dtype = getCoordsDataType(rank);
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checkOutOfBoundsString = `
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${dtype} coords = getOutputCoords();
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`;
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if (rank === 1) {
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checkOutOfBoundsString += `
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result.y = (coords + 1) >= ${this.outputShape[0]} ? 0. : result.y;
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result.z = 0.;
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result.w = 0.;
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`;
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} else {
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const channels = getChannels('coords', rank);
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checkOutOfBoundsString += `
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bool nextRowOutOfBounds =
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(${channels[rank - 2]} + 1) >= ${this.outputShape[rank - 2]};
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bool nextColOutOfBounds =
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(${channels[rank - 1]} + 1) >= ${this.outputShape[rank - 1]};
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result.y = nextColOutOfBounds ? 0. : result.y;
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result.z = nextRowOutOfBounds ? 0. : result.z;
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result.w = nextColOutOfBounds || nextRowOutOfBounds ? 0. : result.w;
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`;
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}
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}
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}
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this.userCode = `
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vec4 binaryOperation(vec4 a, vec4 b) {
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${op}
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}
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void main() {
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vec4 a = getAAtOutCoords();
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vec4 b = getBAtOutCoords();
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vec4 result = binaryOperation(a, b);
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${checkOutOfBoundsString}
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setOutput(result);
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}
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`;
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}
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}
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