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// GLSL Arbitrary Precision (modified a little bit)
// https://github.com/alexozer/glsl-arb-prec
// Number of Integers used to store an Arbitrary-Precision Number
//const int n_int = 3;
#define n_int 3
// Power of 10 one larger than the maximum value per int
//const int limit = 10000;
#define limit 32768
const float limitFlt = float(limit);
int result[n_int];
#define zero(x, len) for(int i=0;i<len;i++){x[i]=0;}
#define assign(x, y) for(int i=0;i<n_int;i++){x[i]=y[i];}
#define negate(x) for(int i=0;i<n_int;i++){x[i]=-x[i];}
bool signp(int[n_int] a)
{
return a[n_int-1] >= 0;
}
int keepVal, carry;
void roundOff(int x)
{
carry = x/limit;
keepVal = x-carry*limit;
}
void add(int[n_int] a, int[n_int] b) {
bool s1 = signp(a), s2 = signp(b);
carry = 0;
for(int i = 0; i < n_int-1; i++) {
roundOff(a[i] + b[i] + carry);
if(keepVal < 0) {
keepVal += limit;
carry--;
}
result[i] = keepVal;
}
roundOff(a[n_int-1] + b[n_int-1] + carry);
result[n_int-1] = keepVal;
if(s1 != s2 && !signp(result)) {
negate(result);
carry = 0;
for(int i = 0; i < n_int; i++) {
roundOff(result[i] + carry);
if(keepVal < 0) {
keepVal += limit;
carry--;
}
result[i] = keepVal;
}
negate(result);
}
}
void mul(int[n_int] a, int[n_int] b) {
bool toNegate = false;
if(!signp(a)) {
negate(a);
toNegate = !toNegate;
}
if(!signp(b)) {
negate(b);
toNegate = !toNegate;
}
const int lenProd = (n_int-1)*2+1;
int prod[lenProd];
zero(prod, lenProd);
for(int i = 0; i < n_int; i++) {
for(int j = 0; j < n_int; j++) {
prod[i+j] += a[i] * b[j];
}
}
carry = 0;
const int clip = lenProd - n_int;
for(int i = 0; i < clip; i++) {
roundOff(prod[i] + carry);
prod[i] = keepVal;
}
if(prod[clip-1] >= limit/2) {
carry++;
}
for(int i = clip; i < lenProd; i++) {
roundOff(prod[i] + carry);
prod[i] = keepVal;
}
for(int i = 0; i < lenProd - clip; i++) {
result[i] = prod[i+clip];
}
if(toNegate) {
negate(result);
}
}
int[n_int] loadFloat(float f)
{
int x[n_int];
for(int i = n_int-1; i >= 0; i--)
{
int fCurr = int(f);
x[i] = fCurr;
f -= float(fCurr);
f *= limitFlt;
}
return x;
}
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