2 * Mesa 3-D graphics library
5 * Copyright (C) 2006 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 // From Shader Spec, ver. 1.10, rev. 59
29 //bp: XXX these will probably go away since the value needs to be
30 //determined at runtime and may vary from one GLcontext to another...
31 const int gl_MaxLights = 8;
32 const int gl_MaxClipPlanes = 6;
33 const int gl_MaxTextureUnits = 8;
34 const int gl_MaxTextureCoords = 8;
35 const int gl_MaxVertexAttribs = 16;
36 const int gl_MaxVertexUniformComponents = 512;
37 const int gl_MaxVaryingFloats = 32;
38 const int gl_MaxVertexTextureImageUnits = 0;
39 const int gl_MaxCombinedTextureImageUnits = 2;
40 const int gl_MaxTextureImageUnits = 2;
41 const int gl_MaxFragmentUniformComponents = 64;
42 const int gl_MaxDrawBuffers = 1;
44 uniform mat4 gl_ModelViewMatrix;
45 uniform mat4 gl_ProjectionMatrix;
46 uniform mat4 gl_ModelViewProjectionMatrix;
47 uniform mat4 gl_TextureMatrix[gl_MaxTextureCoords];
49 uniform mat3 gl_NormalMatrix;
50 uniform mat3 __NormalMatrixTranspose; // Mesa only
52 uniform mat4 gl_ModelViewMatrixInverse;
53 uniform mat4 gl_ProjectionMatrixInverse;
54 uniform mat4 gl_ModelViewProjectionMatrixInverse;
55 uniform mat4 gl_TextureMatrixInverse[gl_MaxTextureCoords];
57 uniform mat4 gl_ModelViewMatrixTranspose;
58 uniform mat4 gl_ProjectionMatrixTranspose;
59 uniform mat4 gl_ModelViewProjectionMatrixTranspose;
60 uniform mat4 gl_TextureMatrixTranspose[gl_MaxTextureCoords];
62 uniform mat4 gl_ModelViewMatrixInverseTranspose;
63 uniform mat4 gl_ProjectionMatrixInverseTranspose;
64 uniform mat4 gl_ModelViewProjectionMatrixInverseTranspose;
65 uniform mat4 gl_TextureMatrixInverseTranspose[gl_MaxTextureCoords];
67 uniform float gl_NormalScale;
69 struct gl_DepthRangeParameters {
75 uniform gl_DepthRangeParameters gl_DepthRange;
77 uniform vec4 gl_ClipPlane[gl_MaxClipPlanes];
79 struct gl_PointParameters {
83 float fadeThresholdSize;
84 float distanceConstantAttenuation;
85 float distanceLinearAttenuation;
86 float distanceQuadraticAttenuation;
89 uniform gl_PointParameters gl_Point;
91 struct gl_MaterialParameters {
99 uniform gl_MaterialParameters gl_FrontMaterial;
100 uniform gl_MaterialParameters gl_BackMaterial;
102 struct gl_LightSourceParameters {
112 float constantAttenuation;
113 float linearAttenuation;
114 float quadraticAttenuation;
117 uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights];
119 struct gl_LightModelParameters {
123 uniform gl_LightModelParameters gl_LightModel;
125 struct gl_LightModelProducts {
129 uniform gl_LightModelProducts gl_FrontLightModelProduct;
130 uniform gl_LightModelProducts gl_BackLightModelProduct;
132 struct gl_LightProducts {
138 uniform gl_LightProducts gl_FrontLightProduct[gl_MaxLights];
139 uniform gl_LightProducts gl_BackLightProduct[gl_MaxLights];
141 uniform vec4 gl_TextureEnvColor[gl_MaxTextureImageUnits];
142 uniform vec4 gl_EyePlaneS[gl_MaxTextureCoords];
143 uniform vec4 gl_EyePlaneT[gl_MaxTextureCoords];
144 uniform vec4 gl_EyePlaneR[gl_MaxTextureCoords];
145 uniform vec4 gl_EyePlaneQ[gl_MaxTextureCoords];
146 uniform vec4 gl_ObjectPlaneS[gl_MaxTextureCoords];
147 uniform vec4 gl_ObjectPlaneT[gl_MaxTextureCoords];
148 uniform vec4 gl_ObjectPlaneR[gl_MaxTextureCoords];
149 uniform vec4 gl_ObjectPlaneQ[gl_MaxTextureCoords];
151 struct gl_FogParameters {
159 uniform gl_FogParameters gl_Fog;
166 // 8.1 Angle and Trigonometry Functions
171 float radians(const float deg)
173 const float c = 3.1415926 / 180.0;
174 __asm vec4_multiply __retVal, deg, c;
177 vec2 radians(const vec2 deg)
179 const float c = 3.1415926 / 180.0;
180 __asm vec4_multiply __retVal.xy, deg.xy, c.xx;
183 vec3 radians(const vec3 deg)
185 const float c = 3.1415926 / 180.0;
186 __asm vec4_multiply __retVal.xyz, deg.xyz, c.xxx;
189 vec4 radians(const vec4 deg)
191 const float c = 3.1415926 / 180.0;
192 __asm vec4_multiply __retVal, deg, c.xxxx;
198 float degrees(const float rad)
200 const float c = 180.0 / 3.1415926;
201 __asm vec4_multiply __retVal, rad, c;
204 vec2 degrees(const vec2 rad)
206 const float c = 180.0 / 3.1415926;
207 __asm vec4_multiply __retVal.xy, rad.xy, c.xx;
210 vec3 degrees(const vec3 rad)
212 const float c = 180.0 / 3.1415926;
213 __asm vec4_multiply __retVal.xyz, rad.xyz, c.xxx;
216 vec4 degrees(const vec4 rad)
218 const float c = 180.0 / 3.1415926;
219 __asm vec4_multiply __retVal, rad, c.xxxx;
225 float sin(const float radians)
227 __asm float_sine __retVal, radians;
230 vec2 sin(const vec2 radians)
232 __asm float_sine __retVal.x, radians.x;
233 __asm float_sine __retVal.y, radians.y;
236 vec3 sin(const vec3 radians)
238 __asm float_sine __retVal.x, radians.x;
239 __asm float_sine __retVal.y, radians.y;
240 __asm float_sine __retVal.z, radians.z;
243 vec4 sin(const vec4 radians)
245 __asm float_sine __retVal.x, radians.x;
246 __asm float_sine __retVal.y, radians.y;
247 __asm float_sine __retVal.z, radians.z;
248 __asm float_sine __retVal.w, radians.w;
254 float cos(const float radians)
256 __asm float_cosine __retVal, radians;
259 vec2 cos(const vec2 radians)
261 __asm float_cosine __retVal.x, radians.x;
262 __asm float_cosine __retVal.y, radians.y;
265 vec3 cos(const vec3 radians)
267 __asm float_cosine __retVal.x, radians.x;
268 __asm float_cosine __retVal.y, radians.y;
269 __asm float_cosine __retVal.z, radians.z;
272 vec4 cos(const vec4 radians)
274 __asm float_cosine __retVal.x, radians.x;
275 __asm float_cosine __retVal.y, radians.y;
276 __asm float_cosine __retVal.z, radians.z;
277 __asm float_cosine __retVal.w, radians.w;
284 float tan(const float angle)
286 const float s = sin(angle);
287 const float c = cos(angle);
291 vec2 tan(const vec2 angle)
293 const vec2 s = sin(angle);
294 const vec2 c = cos(angle);
298 vec3 tan(const vec3 angle)
300 const vec3 s = sin(angle);
301 const vec3 c = cos(angle);
305 vec4 tan(const vec4 angle)
307 const vec4 s = sin(angle);
308 const vec4 c = cos(angle);
314 float asin(const float x)
316 const float a0 = 1.5707288; // PI/2?
317 const float a1 = -0.2121144;
318 const float a2 = 0.0742610;
319 //const float a3 = -0.0187293;
320 const float halfPi = 3.1415926 * 0.5;
321 const float y = abs(x);
322 // three terms seem to be enough:
323 __retVal = (halfPi - sqrt(1.0 - y) * (a0 + y * (a1 + a2 * y))) * sign(x);
324 // otherwise, try four:
325 //__retVal = (halfPi - sqrt(1.0 - y) * (a0 + y * (a1 + y * (a2 + y * a3)))) * sign(x);
328 vec2 asin(const vec2 v)
330 __retVal.x = asin(v.x);
331 __retVal.y = asin(v.y);
334 vec3 asin(const vec3 v)
336 __retVal.x = asin(v.x);
337 __retVal.y = asin(v.y);
338 __retVal.z = asin(v.z);
341 vec4 asin(const vec4 v)
343 __retVal.x = asin(v.x);
344 __retVal.y = asin(v.y);
345 __retVal.z = asin(v.z);
346 __retVal.w = asin(v.w);
349 float acos(const float x)
351 const float halfPi = 3.1415926 * 0.5;
352 __retVal = halfPi - asin(x);
355 vec2 acos(const vec2 v)
357 __retVal.x = acos(v.x);
358 __retVal.y = acos(v.y);
361 vec3 acos(const vec3 v)
363 __retVal.x = acos(v.x);
364 __retVal.y = acos(v.y);
365 __retVal.z = acos(v.z);
368 vec4 acos(const vec4 v)
370 __retVal.x = acos(v.x);
371 __retVal.y = acos(v.y);
372 __retVal.z = acos(v.z);
373 __retVal.w = acos(v.w);
376 float atan(const float x)
378 __retVal = asin(x * inversesqrt(x * x + 1.0));
381 vec2 atan(const vec2 y_over_x)
383 __retVal.x = atan(y_over_x.x);
384 __retVal.y = atan(y_over_x.y);
387 vec3 atan(const vec3 y_over_x)
389 __retVal.x = atan(y_over_x.x);
390 __retVal.y = atan(y_over_x.y);
391 __retVal.z = atan(y_over_x.z);
394 vec4 atan(const vec4 y_over_x)
396 __retVal.x = atan(y_over_x.x);
397 __retVal.y = atan(y_over_x.y);
398 __retVal.z = atan(y_over_x.z);
399 __retVal.w = atan(y_over_x.w);
402 float atan(const float y, const float x)
405 if (abs(x) > 1.0e-4) {
408 r = r + sign(y) * 3.141593;
412 r = sign(y) * 1.5707965; // pi/2
417 vec2 atan(const vec2 u, const vec2 v)
419 __retVal.x = atan(u.x, v.x);
420 __retVal.y = atan(u.y, v.y);
423 vec3 atan(const vec3 u, const vec3 v)
425 __retVal.x = atan(u.x, v.x);
426 __retVal.y = atan(u.y, v.y);
427 __retVal.z = atan(u.z, v.z);
430 vec4 atan(const vec4 u, const vec4 v)
432 __retVal.x = atan(u.x, v.x);
433 __retVal.y = atan(u.y, v.y);
434 __retVal.z = atan(u.z, v.z);
435 __retVal.w = atan(u.w, v.w);
440 // 8.2 Exponential Functions
445 float pow(const float a, const float b)
447 __asm float_power __retVal, a, b;
450 vec2 pow(const vec2 a, const vec2 b)
452 __asm float_power __retVal.x, a.x, b.x;
453 __asm float_power __retVal.y, a.y, b.y;
456 vec3 pow(const vec3 a, const vec3 b)
458 __asm float_power __retVal.x, a.x, b.x;
459 __asm float_power __retVal.y, a.y, b.y;
460 __asm float_power __retVal.z, a.z, b.z;
463 vec4 pow(const vec4 a, const vec4 b)
465 __asm float_power __retVal.x, a.x, b.x;
466 __asm float_power __retVal.y, a.y, b.y;
467 __asm float_power __retVal.z, a.z, b.z;
468 __asm float_power __retVal.w, a.w, b.w;
474 float exp(const float a)
476 // NOTE: log2(e) = 1.44269502
477 float t = a * 1.44269502;
478 __asm float_exp2 __retVal, t;
481 vec2 exp(const vec2 a)
483 vec2 t = a * 1.44269502;
484 __asm float_exp2 __retVal.x, t.x;
485 __asm float_exp2 __retVal.y, t.y;
488 vec3 exp(const vec3 a)
490 vec3 t = a * 1.44269502;
491 __asm float_exp2 __retVal.x, t.x;
492 __asm float_exp2 __retVal.y, t.y;
493 __asm float_exp2 __retVal.z, t.z;
496 vec4 exp(const vec4 a)
498 vec4 t = a * 1.44269502;
499 __asm float_exp2 __retVal.x, t.x;
500 __asm float_exp2 __retVal.y, t.y;
501 __asm float_exp2 __retVal.z, t.z;
502 __asm float_exp2 __retVal.w, t.w;
509 float log2(const float x)
511 __asm float_log2 __retVal, x;
514 vec2 log2(const vec2 v)
516 __asm float_log2 __retVal.x, v.x;
517 __asm float_log2 __retVal.y, v.y;
520 vec3 log2(const vec3 v)
522 __asm float_log2 __retVal.x, v.x;
523 __asm float_log2 __retVal.y, v.y;
524 __asm float_log2 __retVal.z, v.z;
527 vec4 log2(const vec4 v)
529 __asm float_log2 __retVal.x, v.x;
530 __asm float_log2 __retVal.y, v.y;
531 __asm float_log2 __retVal.z, v.z;
532 __asm float_log2 __retVal.w, v.w;
536 //// log (natural log)
538 float log(const float x)
540 // note: logBaseB(x) = logBaseN(x) / logBaseN(B)
541 // compute log(x) = log2(x) / log2(e)
542 // c = 1.0 / log2(e) = 0.693147181
543 const float c = 0.693147181;
547 vec2 log(const vec2 v)
549 const float c = 0.693147181;
553 vec3 log(const vec3 v)
555 const float c = 0.693147181;
559 vec4 log(const vec4 v)
561 const float c = 0.693147181;
568 float exp2(const float a)
570 __asm float_exp2 __retVal, a;
573 vec2 exp2(const vec2 a)
575 __asm float_exp2 __retVal.x, a.x;
576 __asm float_exp2 __retVal.y, a.y;
579 vec3 exp2(const vec3 a)
581 __asm float_exp2 __retVal.x, a.x;
582 __asm float_exp2 __retVal.y, a.y;
583 __asm float_exp2 __retVal.z, a.z;
586 vec4 exp2(const vec4 a)
588 __asm float_exp2 __retVal.x, a.x;
589 __asm float_exp2 __retVal.y, a.y;
590 __asm float_exp2 __retVal.z, a.z;
591 __asm float_exp2 __retVal.w, a.w;
597 float sqrt(const float x)
600 __asm float_rsq r, x;
601 __asm float_rcp __retVal, r;
604 vec2 sqrt(const vec2 v)
607 __asm float_rsq r, v.x;
608 __asm float_rcp __retVal.x, r;
609 __asm float_rsq r, v.y;
610 __asm float_rcp __retVal.y, r;
613 vec3 sqrt(const vec3 v)
616 __asm float_rsq r, v.x;
617 __asm float_rcp __retVal.x, r;
618 __asm float_rsq r, v.y;
619 __asm float_rcp __retVal.y, r;
620 __asm float_rsq r, v.z;
621 __asm float_rcp __retVal.z, r;
624 vec4 sqrt(const vec4 v)
627 __asm float_rsq r, v.x;
628 __asm float_rcp __retVal.x, r;
629 __asm float_rsq r, v.y;
630 __asm float_rcp __retVal.y, r;
631 __asm float_rsq r, v.z;
632 __asm float_rcp __retVal.z, r;
633 __asm float_rsq r, v.w;
634 __asm float_rcp __retVal.w, r;
640 float inversesqrt(const float x)
642 __asm float_rsq __retVal.x, x;
645 vec2 inversesqrt(const vec2 v)
647 __asm float_rsq __retVal.x, v.x;
648 __asm float_rsq __retVal.y, v.y;
651 vec3 inversesqrt(const vec3 v)
653 __asm float_rsq __retVal.x, v.x;
654 __asm float_rsq __retVal.y, v.y;
655 __asm float_rsq __retVal.z, v.z;
658 vec4 inversesqrt(const vec4 v)
660 __asm float_rsq __retVal.x, v.x;
661 __asm float_rsq __retVal.y, v.y;
662 __asm float_rsq __retVal.z, v.z;
663 __asm float_rsq __retVal.w, v.w;
669 float normalize(const float x)
674 vec2 normalize(const vec2 v)
676 const float s = inversesqrt(dot(v, v));
677 __asm vec4_multiply __retVal.xy, v, s;
680 vec3 normalize(const vec3 v)
682 // const float s = inversesqrt(dot(v, v));
684 // XXX note, we _could_ use __retVal.w instead of tmp and and save a
685 // register, but that's actually a compilation error because v is a vec3
686 // and the .w suffix is illegal. Oh well.
688 __asm vec3_dot tmp, v, v;
689 __asm float_rsq tmp, tmp;
690 __asm vec4_multiply __retVal.xyz, v, tmp;
693 vec4 normalize(const vec4 v)
696 __asm vec4_dot tmp, v, v;
697 __asm float_rsq tmp, tmp;
698 __asm vec4_multiply __retVal.xyz, v, tmp;
704 // 8.3 Common Functions
710 float abs(const float a)
712 __asm vec4_abs __retVal, a;
715 vec2 abs(const vec2 a)
717 __asm vec4_abs __retVal.xy, a;
720 vec3 abs(const vec3 a)
722 __asm vec4_abs __retVal.xyz, a;
725 vec4 abs(const vec4 a)
727 __asm vec4_abs __retVal, a;
733 float sign(const float x)
736 __asm vec4_sgt p, x, 0.0; // p = (x > 0)
737 __asm vec4_sgt n, 0.0, x; // n = (x < 0)
738 __asm vec4_subtract __retVal, p, n; // sign = p - n
741 vec2 sign(const vec2 v)
744 __asm vec4_sgt p.xy, v, 0.0;
745 __asm vec4_sgt n.xy, 0.0, v;
746 __asm vec4_subtract __retVal.xy, p, n;
749 vec3 sign(const vec3 v)
752 __asm vec4_sgt p.xyz, v, 0.0;
753 __asm vec4_sgt n.xyz, 0.0, v;
754 __asm vec4_subtract __retVal.xyz, p, n;
757 vec4 sign(const vec4 v)
760 __asm vec4_sgt p, v, 0.0;
761 __asm vec4_sgt n, 0.0, v;
762 __asm vec4_subtract __retVal, p, n;
768 float floor(const float a)
770 __asm vec4_floor __retVal, a;
773 vec2 floor(const vec2 a)
775 __asm vec4_floor __retVal.xy, a;
778 vec3 floor(const vec3 a)
780 __asm vec4_floor __retVal.xyz, a;
783 vec4 floor(const vec4 a)
785 __asm vec4_floor __retVal, a;
791 float ceil(const float a)
793 // XXX this could be improved
795 __asm vec4_floor b, b;
799 vec2 ceil(const vec2 a)
802 __asm vec4_floor b, b;
806 vec3 ceil(const vec3 a)
809 __asm vec4_floor b, b;
813 vec4 ceil(const vec4 a)
816 __asm vec4_floor b, b;
823 float fract(const float a)
825 __asm vec4_frac __retVal, a;
828 vec2 fract(const vec2 a)
830 __asm vec4_frac __retVal.xy, a;
833 vec3 fract(const vec3 a)
835 __asm vec4_frac __retVal.xyz, a;
838 vec4 fract(const vec4 a)
840 __asm vec4_frac __retVal, a;
844 //// mod (very untested!)
846 float mod(const float a, const float b)
849 __asm float_rcp oneOverB, b;
850 __retVal = a - b * floor(a * oneOverB);
853 vec2 mod(const vec2 a, const float b)
856 __asm float_rcp oneOverB, b;
857 __retVal.xy = a - b * floor(a * oneOverB);
860 vec3 mod(const vec3 a, const float b)
863 __asm float_rcp oneOverB, b;
864 __retVal.xyz = a - b * floor(a * oneOverB);
867 vec4 mod(const vec4 a, const float b)
870 __asm float_rcp oneOverB, b;
871 __retVal = a - b * floor(a * oneOverB);
874 vec2 mod(const vec2 a, const vec2 b)
877 __asm float_rcp oneOverB.x, b.x;
878 __asm float_rcp oneOverB.y, b.y;
879 __retVal = a - b * floor(a * oneOverB);
882 vec3 mod(const vec3 a, const vec3 b)
885 __asm float_rcp oneOverB.x, b.x;
886 __asm float_rcp oneOverB.y, b.y;
887 __asm float_rcp oneOverB.z, b.z;
888 __retVal = a - b * floor(a * oneOverB);
891 vec4 mod(const vec4 a, const vec4 b)
894 __asm float_rcp oneOverB.x, b.x;
895 __asm float_rcp oneOverB.y, b.y;
896 __asm float_rcp oneOverB.z, b.z;
897 __asm float_rcp oneOverB.w, b.w;
898 __retVal = a - b * floor(a * oneOverB);
904 float min(const float a, const float b)
906 __asm vec4_min __retVal, a, b;
909 vec2 min(const vec2 a, const vec2 b)
911 __asm vec4_min __retVal.xy, a.xy, b.xy;
914 vec3 min(const vec3 a, const vec3 b)
916 __asm vec4_min __retVal.xyz, a.xyz, b.xyz;
919 vec4 min(const vec4 a, const vec4 b)
921 __asm vec4_min __retVal, a, b;
924 vec2 min(const vec2 a, const float b)
926 __asm vec4_min __retVal, a.xy, b;
929 vec3 min(const vec3 a, const float b)
931 __asm vec4_min __retVal, a.xyz, b;
934 vec4 min(const vec4 a, const float b)
936 __asm vec4_min __retVal, a, b;
942 float max(const float a, const float b)
944 __asm vec4_max __retVal, a, b;
947 vec2 max(const vec2 a, const vec2 b)
949 __asm vec4_max __retVal.xy, a.xy, b.xy;
952 vec3 max(const vec3 a, const vec3 b)
954 __asm vec4_max __retVal.xyz, a.xyz, b.xyz;
957 vec4 max(const vec4 a, const vec4 b)
959 __asm vec4_max __retVal, a, b;
962 vec2 max(const vec2 a, const float b)
964 __asm vec4_max __retVal, a.xy, b;
967 vec3 max(const vec3 a, const float b)
969 __asm vec4_max __retVal, a.xyz, b;
972 vec4 max(const vec4 a, const float b)
974 __asm vec4_max __retVal, a, b;
980 float clamp(const float val, const float minVal, const float maxVal)
982 __asm vec4_clamp __retVal, val, minVal, maxVal;
985 vec2 clamp(const vec2 val, const float minVal, const float maxVal)
987 __asm vec4_clamp __retVal, val, minVal, maxVal;
990 vec3 clamp(const vec3 val, const float minVal, const float maxVal)
992 __asm vec4_clamp __retVal, val, minVal, maxVal;
995 vec4 clamp(const vec4 val, const float minVal, const float maxVal)
997 __asm vec4_clamp __retVal, val, minVal, maxVal;
1000 vec2 clamp(const vec2 val, const vec2 minVal, const vec2 maxVal)
1002 __asm vec4_clamp __retVal, val, minVal, maxVal;
1005 vec3 clamp(const vec3 val, const vec3 minVal, const vec3 maxVal)
1007 __asm vec4_clamp __retVal, val, minVal, maxVal;
1010 vec4 clamp(const vec4 val, const vec4 minVal, const vec4 maxVal)
1012 __asm vec4_clamp __retVal, val, minVal, maxVal;
1018 float mix(const float x, const float y, const float a)
1020 __asm vec4_lrp __retVal, a, y, x;
1023 vec2 mix(const vec2 x, const vec2 y, const float a)
1025 __asm vec4_lrp __retVal, a, y, x;
1028 vec3 mix(const vec3 x, const vec3 y, const float a)
1030 __asm vec4_lrp __retVal, a, y, x;
1033 vec4 mix(const vec4 x, const vec4 y, const float a)
1035 __asm vec4_lrp __retVal, a, y, x;
1038 vec2 mix(const vec2 x, const vec2 y, const vec2 a)
1040 __asm vec4_lrp __retVal, a, y, x;
1043 vec3 mix(const vec3 x, const vec3 y, const vec3 a)
1045 __asm vec4_lrp __retVal, a, y, x;
1048 vec4 mix(const vec4 x, const vec4 y, const vec4 a)
1050 __asm vec4_lrp __retVal, a, y, x;
1056 float step(const float edge, const float x)
1058 __asm vec4_sge __retVal, x, edge;
1061 vec2 step(const vec2 edge, const vec2 x)
1063 __asm vec4_sge __retVal.xy, x, edge;
1066 vec3 step(const vec3 edge, const vec3 x)
1068 __asm vec4_sge __retVal.xyz, x, edge;
1071 vec4 step(const vec4 edge, const vec4 x)
1073 __asm vec4_sge __retVal, x, edge;
1076 vec2 step(const float edge, const vec2 v)
1078 __asm vec4_sge __retVal.xy, v, edge;
1081 vec3 step(const float edge, const vec3 v)
1083 __asm vec4_sge __retVal.xyz, v, edge;
1086 vec4 step(const float edge, const vec4 v)
1088 __asm vec4_sge __retVal, v, edge;
1094 float smoothstep(const float edge0, const float edge1, const float x)
1096 float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
1097 return t * t * (3.0 - 2.0 * t);
1100 vec2 smoothstep(const vec2 edge0, const vec2 edge1, const vec2 v)
1102 vec2 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
1103 return t * t * (3.0 - 2.0 * t);
1106 vec3 smoothstep(const vec3 edge0, const vec3 edge1, const vec3 v)
1108 vec3 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
1109 return t * t * (3.0 - 2.0 * t);
1112 vec4 smoothstep(const vec4 edge0, const vec4 edge1, const vec4 v)
1114 vec4 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
1115 return t * t * (3.0 - 2.0 * t);
1118 vec2 smoothstep(const float edge0, const float edge1, const vec2 v)
1120 vec2 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
1121 return t * t * (3.0 - 2.0 * t);
1124 vec3 smoothstep(const float edge0, const float edge1, const vec3 v)
1126 vec3 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
1127 return t * t * (3.0 - 2.0 * t);
1130 vec4 smoothstep(const float edge0, const float edge1, const vec4 v)
1132 vec4 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
1133 return t * t * (3.0 - 2.0 * t);
1139 // 8.4 Geometric Functions
1145 float length(const float x)
1150 float length(const vec2 v)
1153 const float p = dot(v, v); // p = v.x * v.x + v.y * v.y
1154 __asm float_rsq r, p; // r = 1 / sqrt(p)
1155 __asm float_rcp __retVal.x, r; // retVal = 1 / r
1158 float length(const vec3 v)
1161 const float p = dot(v, v); // p = v.x * v.x + v.y * v.y + v.z * v.z
1162 __asm float_rsq r, p; // r = 1 / sqrt(p)
1163 __asm float_rcp __retVal, r; // retVal = 1 / r
1166 float length(const vec4 v)
1169 const float p = dot(v, v); // p = v.x * v.x + v.y * v.y + ...
1170 __asm float_rsq r, p; // r = 1 / sqrt(p)
1171 __asm float_rcp __retVal, r; // retVal = 1 / r
1177 float distance(const float x, const float y)
1179 const float d = x - y;
1180 __retVal = length(d);
1183 float distance(const vec2 v, const vec2 u)
1185 const vec2 d2 = v - u;
1186 __retVal = length(d2);
1189 float distance(const vec3 v, const vec3 u)
1191 const vec3 d3 = v - u;
1192 __retVal = length(d3);
1195 float distance(const vec4 v, const vec4 u)
1197 const vec4 d4 = v - u;
1198 __retVal = length(d4);
1204 vec3 cross(const vec3 v, const vec3 u)
1206 __asm vec3_cross __retVal.xyz, v, u;
1212 float faceforward(const float N, const float I, const float Nref)
1214 // this could probably be done better
1215 const float d = dot(Nref, I);
1217 __asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0
1218 return mix(-N, N, s);
1221 vec2 faceforward(const vec2 N, const vec2 I, const vec2 Nref)
1223 // this could probably be done better
1224 const float d = dot(Nref, I);
1226 __asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0
1227 return mix(-N, N, s);
1230 vec3 faceforward(const vec3 N, const vec3 I, const vec3 Nref)
1232 // this could probably be done better
1233 const float d = dot(Nref, I);
1235 __asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0
1236 return mix(-N, N, s);
1239 vec4 faceforward(const vec4 N, const vec4 I, const vec4 Nref)
1241 // this could probably be done better
1242 const float d = dot(Nref, I);
1244 __asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0
1245 return mix(-N, N, s);
1251 float reflect(const float I, const float N)
1253 return I - 2.0 * dot(N, I) * N;
1256 vec2 reflect(const vec2 I, const vec2 N)
1258 return I - 2.0 * dot(N, I) * N;
1261 vec3 reflect(const vec3 I, const vec3 N)
1263 return I - 2.0 * dot(N, I) * N;
1266 vec4 reflect(const vec4 I, const vec4 N)
1268 return I - 2.0 * dot(N, I) * N;
1273 float refract(const float I, const float N, const float eta)
1275 float n_dot_i = dot(N, I);
1276 float k = 1.0 - eta * eta * (1.0 - n_dot_i * n_dot_i);
1281 retval = eta * I - (eta * n_dot_i + sqrt(k)) * N;
1285 vec2 refract(const vec2 I, const vec2 N, const float eta)
1287 float n_dot_i = dot(N, I);
1288 float k = 1.0 - eta * eta * (1.0 - n_dot_i * n_dot_i);
1293 retval = eta * I - (eta * n_dot_i + sqrt(k)) * N;
1297 vec3 refract(const vec3 I, const vec3 N, const float eta)
1299 float n_dot_i = dot(N, I);
1300 float k = 1.0 - eta * eta * (1.0 - n_dot_i * n_dot_i);
1305 retval = eta * I - (eta * n_dot_i + sqrt(k)) * N;
1309 vec4 refract(const vec4 I, const vec4 N, const float eta)
1311 float n_dot_i = dot(N, I);
1312 float k = 1.0 - eta * eta * (1.0 - n_dot_i * n_dot_i);
1317 retval = eta * I - (eta * n_dot_i + sqrt(k)) * N;
1325 // 8.5 Matrix Functions
1328 mat2 matrixCompMult (mat2 m, mat2 n) {
1329 return mat2 (m[0] * n[0], m[1] * n[1]);
1332 mat3 matrixCompMult (mat3 m, mat3 n) {
1333 return mat3 (m[0] * n[0], m[1] * n[1], m[2] * n[2]);
1336 mat4 matrixCompMult (mat4 m, mat4 n) {
1337 return mat4 (m[0] * n[0], m[1] * n[1], m[2] * n[2], m[3] * n[3]);
1344 // 8.6 Vector Relational Functions
1349 bvec2 lessThan(const vec2 u, const vec2 v)
1351 __asm vec4_slt __retVal.xy, u, v;
1354 bvec3 lessThan(const vec3 u, const vec3 v)
1356 __asm vec4_slt __retVal.xyz, u, v;
1359 bvec4 lessThan(const vec4 u, const vec4 v)
1361 __asm vec4_slt __retVal, u, v;
1364 bvec2 lessThan(const ivec2 u, const ivec2 v)
1366 __asm vec4_slt __retVal.xy, u, v;
1369 bvec3 lessThan(const ivec3 u, const ivec3 v)
1371 __asm vec4_slt __retVal.xyz, u, v;
1374 bvec4 lessThan(const ivec4 u, const ivec4 v)
1376 __asm vec4_slt __retVal, u, v;
1382 bvec2 lessThanEqual(const vec2 u, const vec2 v)
1384 __asm vec4_sle __retVal.xy, u, v;
1387 bvec3 lessThanEqual(const vec3 u, const vec3 v)
1389 __asm vec4_sle __retVal.xyz, u, v;
1392 bvec4 lessThanEqual(const vec4 u, const vec4 v)
1394 __asm vec4_sle __retVal, u, v;
1397 bvec2 lessThanEqual(const ivec2 u, const ivec2 v)
1399 __asm vec4_sle __retVal.xy, u, v;
1402 bvec3 lessThanEqual(const ivec3 u, const ivec3 v)
1404 __asm vec4_sle __retVal.xyz, u, v;
1407 bvec4 lessThanEqual(const ivec4 u, const ivec4 v)
1409 __asm vec4_sle __retVal, u, v;
1415 bvec2 greaterThan(const vec2 u, const vec2 v)
1417 __asm vec4_sgt __retVal.xy, u, v;
1420 bvec3 greaterThan(const vec3 u, const vec3 v)
1422 __asm vec4_sgt __retVal.xyz, u, v;
1425 bvec4 greaterThan(const vec4 u, const vec4 v)
1427 __asm vec4_sgt __retVal, u, v;
1430 bvec2 greaterThan(const ivec2 u, const ivec2 v)
1432 __asm vec4_sgt __retVal.xy, u.xy, v.xy;
1435 bvec3 greaterThan(const ivec3 u, const ivec3 v)
1437 __asm vec4_sgt __retVal.xyz, u, v;
1440 bvec4 greaterThan(const ivec4 u, const ivec4 v)
1442 __asm vec4_sgt __retVal, u, v;
1446 //// greaterThanEqual
1448 bvec2 greaterThanEqual(const vec2 u, const vec2 v)
1450 __asm vec4_sge __retVal.xy, u, v;
1453 bvec3 greaterThanEqual(const vec3 u, const vec3 v)
1455 __asm vec4_sge __retVal.xyz, u, v;
1458 bvec4 greaterThanEqual(const vec4 u, const vec4 v)
1460 __asm vec4_sge __retVal, u, v;
1463 bvec2 greaterThanEqual(const ivec2 u, const ivec2 v)
1465 __asm vec4_sge __retVal.xy, u, v;
1468 bvec3 greaterThanEqual(const ivec3 u, const ivec3 v)
1470 __asm vec4_sge __retVal.xyz, u, v;
1473 bvec4 greaterThanEqual(const ivec4 u, const ivec4 v)
1475 __asm vec4_sge __retVal, u, v;
1481 bvec2 equal(const vec2 u, const vec2 v)
1483 __asm vec4_seq __retVal.xy, u, v;
1486 bvec3 equal(const vec3 u, const vec3 v)
1488 __asm vec4_seq __retVal.xyz, u, v;
1491 bvec4 equal(const vec4 u, const vec4 v)
1493 __asm vec4_seq __retVal, u, v;
1496 bvec2 equal(const ivec2 u, const ivec2 v)
1498 __asm vec4_seq __retVal.xy, u, v;
1501 bvec3 equal(const ivec3 u, const ivec3 v)
1503 __asm vec4_seq __retVal.xyz, u, v;
1506 bvec4 equal(const ivec4 u, const ivec4 v)
1508 __asm vec4_seq __retVal, u, v;
1511 bvec2 equal(const bvec2 u, const bvec2 v)
1513 __asm vec4_seq __retVal.xy, u, v;
1516 bvec3 equal(const bvec3 u, const bvec3 v)
1518 __asm vec4_seq __retVal.xyz, u, v;
1521 bvec4 equal(const bvec4 u, const bvec4 v)
1523 __asm vec4_seq __retVal, u, v;
1531 bvec2 notEqual(const vec2 u, const vec2 v)
1533 __asm vec4_sne __retVal.xy, u, v;
1536 bvec3 notEqual(const vec3 u, const vec3 v)
1538 __asm vec4_sne __retVal.xyz, u, v;
1541 bvec4 notEqual(const vec4 u, const vec4 v)
1543 __asm vec4_sne __retVal, u, v;
1546 bvec2 notEqual(const ivec2 u, const ivec2 v)
1548 __asm vec4_sne __retVal.xy, u, v;
1551 bvec3 notEqual(const ivec3 u, const ivec3 v)
1553 __asm vec4_sne __retVal.xyz, u, v;
1556 bvec4 notEqual(const ivec4 u, const ivec4 v)
1558 __asm vec4_sne __retVal, u, v;
1561 bvec2 notEqual(const bvec2 u, const bvec2 v)
1563 __asm vec4_sne __retVal.xy, u, v;
1566 bvec3 notEqual(const bvec3 u, const bvec3 v)
1568 __asm vec4_sne __retVal.xyz, u, v;
1571 bvec4 notEqual(const bvec4 u, const bvec4 v)
1573 __asm vec4_sne __retVal, u, v;
1580 bool any(const bvec2 v)
1583 __asm vec4_add sum.x, v.x, v.y;
1584 __asm vec4_sne __retVal.x, sum.x, 0.0;
1587 bool any(const bvec3 v)
1590 __asm vec4_add sum.x, v.x, v.y;
1591 __asm vec4_add sum.x, sum.x, v.z;
1592 __asm vec4_sne __retVal.x, sum.x, 0.0;
1595 bool any(const bvec4 v)
1598 __asm vec4_add sum.x, v.x, v.y;
1599 __asm vec4_add sum.x, sum.x, v.z;
1600 __asm vec4_add sum.x, sum.x, v.w;
1601 __asm vec4_sne __retVal.x, sum.x, 0.0;
1607 bool all (const bvec2 v)
1610 __asm vec4_multiply prod, v.x, v.y;
1611 __asm vec4_sne __retVal, prod, 0.0;
1614 bool all (const bvec3 v)
1617 __asm vec4_multiply prod, v.x, v.y;
1618 __asm vec4_multiply prod, prod, v.z;
1619 __asm vec4_sne __retVal, prod, 0.0;
1622 bool all (const bvec4 v)
1625 __asm vec4_multiply prod, v.x, v.y;
1626 __asm vec4_multiply prod, prod, v.z;
1627 __asm vec4_multiply prod, prod, v.w;
1628 __asm vec4_sne __retVal, prod, 0.0;
1635 bvec2 not (const bvec2 v)
1637 __asm vec4_seq __retVal.xy, v, 0.0;
1640 bvec3 not (const bvec3 v)
1642 __asm vec4_seq __retVal.xyz, v, 0.0;
1645 bvec4 not (const bvec4 v)
1647 __asm vec4_seq __retVal, v, 0.0;
1652 //// Texture Lookup Functions (for both fragment and vertex shaders)
1654 vec4 texture1D(const sampler1D sampler, const float coord)
1656 __asm vec4_tex1d __retVal, sampler, coord;
1659 vec4 texture1DProj(const sampler1D sampler, const vec2 coord)
1661 // need to swizzle .y into .w
1662 __asm vec4_texp1d __retVal, sampler, coord.xyyy;
1665 vec4 texture1DProj(const sampler1D sampler, const vec4 coord)
1667 __asm vec4_texp1d __retVal, sampler, coord;
1671 vec4 texture2D(const sampler2D sampler, const vec2 coord)
1673 __asm vec4_tex2d __retVal, sampler, coord;
1676 vec4 texture2DProj(const sampler2D sampler, const vec3 coord)
1678 // need to swizzle 'z' into 'w'.
1679 __asm vec4_texp2d __retVal, sampler, coord.xyzz;
1682 vec4 texture2DProj(const sampler2D sampler, const vec4 coord)
1684 __asm vec4_texp2d __retVal, sampler, coord;
1688 vec4 texture3D(const sampler3D sampler, const vec3 coord)
1690 __asm vec4_tex3d __retVal, sampler, coord;
1693 vec4 texture3DProj(const sampler3D sampler, const vec4 coord)
1695 __asm vec4_texp3d __retVal, sampler, coord;
1699 vec4 textureCube(const samplerCube sampler, const vec3 coord)
1701 __asm vec4_texcube __retVal, sampler, coord;
1706 vec4 shadow1D(const sampler1DShadow sampler, const vec3 coord)
1708 __asm vec4_tex1d __retVal, sampler, coord;
1711 vec4 shadow1DProj(const sampler1DShadow sampler, const vec4 coord)
1713 // .s and .p will be divided by .q
1714 __asm vec4_texp1d __retVal, sampler, coord;
1717 vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord)
1719 __asm vec4_tex2d __retVal, sampler, coord;
1722 vec4 shadow2DProj(const sampler2DShadow sampler, const vec4 coord)
1724 // .s, .t and .p will be divided by .q
1725 __asm vec4_texp2d __retVal, sampler, coord;
1729 //// GL_ARB_texture_rectangle:
1730 vec4 texture2DRect(const sampler2DRect sampler, const vec2 coord)
1732 __asm vec4_tex_rect __retVal, sampler, coord;
1735 vec4 texture2DRectProj(const sampler2DRect sampler, const vec3 coord)
1737 // need to swizzle .y into .w
1738 __asm vec4_texp_rect __retVal, sampler, coord.xyzz;
1741 vec4 texture2DRectProj(const sampler2DRect sampler, const vec4 coord)
1743 __asm vec4_texp_rect __retVal, sampler, ccoord;
1746 vec4 shadow2DRect(const sampler2DRectShadow sampler, const vec3 coord)
1748 __asm vec4_tex_rect __retVal, sampler, coord;
1751 vec4 shadow2DRectProj(const sampler2DRectShadow sampler, const vec4 coord)
1753 __asm vec4_texp_rect __retVal, sampler, coord;
1759 // 8.9 Noise Functions
1761 // AUTHOR: Stefan Gustavson (stegu@itn.liu.se), Nov 26, 2005
1764 float noise1(const float x)
1766 __asm float_noise1 __retVal, x;
1770 float noise1(const vec2 x)
1772 __asm float_noise2 __retVal, x;
1775 float noise1(const vec3 x)
1777 __asm float_noise3 __retVal, x;
1780 float noise1(const vec4 x)
1782 __asm float_noise4 __retVal, x;
1785 vec2 noise2(const float x)
1787 __retVal.x = noise1(x);
1788 __retVal.y = noise1(x + 19.34);
1791 vec2 noise2(const vec2 x)
1793 __retVal.x = noise1(x);
1794 __retVal.y = noise1(x + vec2(19.34, 7.66));
1797 vec2 noise2(const vec3 x)
1799 __retVal.x = noise1(x);
1800 __retVal.y = noise1(x + vec3(19.34, 7.66, 3.23));
1803 vec2 noise2(const vec4 x)
1805 __retVal.x = noise1(x);
1806 __retVal.y = noise1(x + vec4(19.34, 7.66, 3.23, 2.77));
1809 vec3 noise3(const float x)
1811 __retVal.x = noise1(x);
1812 __retVal.y = noise1(x + 19.34);
1813 __retVal.z = noise1(x + 5.47);
1816 vec3 noise3(const vec2 x)
1818 __retVal.x = noise1(x);
1819 __retVal.y = noise1(x + vec2(19.34, 7.66));
1820 __retVal.z = noise1(x + vec2(5.47, 17.85));
1823 vec3 noise3(const vec3 x)
1825 __retVal.x = noise1(x);
1826 __retVal.y = noise1(x + vec3(19.34, 7.66, 3.23));
1827 __retVal.z = noise1(x + vec3(5.47, 17.85, 11.04));
1830 vec3 noise3(const vec4 x)
1832 __retVal.x = noise1(x);
1833 __retVal.y = noise1(x + vec4(19.34, 7.66, 3.23, 2.77));
1834 __retVal.z = noise1(x + vec4(5.47, 17.85, 11.04, 13.19));
1837 vec4 noise4(const float x)
1839 __retVal.x = noise1(x);
1840 __retVal.y = noise1(x + 19.34);
1841 __retVal.z = noise1(x + 5.47);
1842 __retVal.w = noise1(x + 23.54);
1845 vec4 noise4(const vec2 x)
1847 __retVal.x = noise1(x);
1848 __retVal.y = noise1(x + vec2 (19.34, 7.66));
1849 __retVal.z = noise1(x + vec2 (5.47, 17.85));
1850 __retVal.w = noise1(x + vec2 (23.54, 29.11));
1853 vec4 noise4(const vec3 x)
1855 __retVal.x = noise1(x);
1856 __retVal.y = noise1(x + vec3(19.34, 7.66, 3.23));
1857 __retVal.z = noise1(x + vec3(5.47, 17.85, 11.04));
1858 __retVal.w = noise1(x + vec3(23.54, 29.11, 31.91));
1861 vec4 noise4(const vec4 x)
1863 __retVal.x = noise1(x);
1864 __retVal.y = noise1(x + vec4(19.34, 7.66, 3.23, 2.77));
1865 __retVal.z = noise1(x + vec4(5.47, 17.85, 11.04, 13.19));
1866 __retVal.w = noise1(x + vec4(23.54, 29.11, 31.91, 37.48));