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.x, 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.x, rad, c;
204 vec2 degrees(const vec2 rad)
206 const float c = 3.1415926 / 180.0;
207 __asm vec4_multiply __retVal.xy, rad.xy, c.xx;
210 vec3 degrees(const vec3 rad)
212 const float c = 3.1415926 / 180.0;
213 __asm vec4_multiply __retVal.xyz, rad.xyz, c.xxx;
216 vec4 degrees(const vec4 rad)
218 const float c = 3.1415926 / 180.0;
219 __asm vec4_multiply __retVal, rad, c.xxxx;
225 float sin(const float radians)
227 __asm float_sine __retVal.x, 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.x, 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)
406 float z = atan(y / x);
416 vec2 atan(const vec2 u, const vec2 v)
418 __retVal.x = atan(u.x, v.x);
419 __retVal.y = atan(u.y, v.y);
422 vec3 atan(const vec3 u, const vec3 v)
424 __retVal.x = atan(u.x, v.x);
425 __retVal.y = atan(u.y, v.y);
426 __retVal.z = atan(u.z, v.z);
429 vec4 atan(const vec4 u, const vec4 v)
431 __retVal.x = atan(u.x, v.x);
432 __retVal.y = atan(u.y, v.y);
433 __retVal.z = atan(u.z, v.z);
434 __retVal.w = atan(u.w, v.w);
439 // 8.2 Exponential Functions
444 float pow(const float a, const float b)
446 __asm float_power __retVal.x, a, b;
449 vec2 pow(const vec2 a, const vec2 b)
451 __asm float_power __retVal.x, a.x, b.x;
452 __asm float_power __retVal.y, a.y, b.y;
455 vec3 pow(const vec3 a, const vec3 b)
457 __asm float_power __retVal.x, a.x, b.x;
458 __asm float_power __retVal.y, a.y, b.y;
459 __asm float_power __retVal.z, a.z, b.z;
462 vec4 pow(const vec4 a, const vec4 b)
464 __asm float_power __retVal.x, a.x, b.x;
465 __asm float_power __retVal.y, a.y, b.y;
466 __asm float_power __retVal.z, a.z, b.z;
467 __asm float_power __retVal.w, a.w, b.w;
473 float exp(const float a)
475 const float e = 2.71828;
476 __asm float_power __retVal, e, a;
479 vec2 exp(const vec2 a)
481 const float e = 2.71828;
482 __asm float_power __retVal.x, e, a.x;
483 __asm float_power __retVal.y, e, a.y;
486 vec3 exp(const vec3 a)
488 const float e = 2.71828;
489 __asm float_power __retVal.x, e, a.x;
490 __asm float_power __retVal.y, e, a.y;
491 __asm float_power __retVal.z, e, a.z;
494 vec4 exp(const vec4 a)
496 const float e = 2.71828;
497 __asm float_power __retVal.x, e, a.x;
498 __asm float_power __retVal.y, e, a.y;
499 __asm float_power __retVal.z, e, a.z;
500 __asm float_power __retVal.w, e, a.w;
507 float log2(const float x)
509 __asm float_log2 __retVal.x, x;
512 vec2 log2(const vec2 v)
514 __asm float_log2 __retVal.x, v.x;
515 __asm float_log2 __retVal.y, v.y;
518 vec3 log2(const vec3 v)
520 __asm float_log2 __retVal.x, v.x;
521 __asm float_log2 __retVal.y, v.y;
522 __asm float_log2 __retVal.z, v.z;
525 vec4 log2(const vec4 v)
527 __asm float_log2 __retVal.x, v.x;
528 __asm float_log2 __retVal.y, v.y;
529 __asm float_log2 __retVal.z, v.z;
530 __asm float_log2 __retVal.w, v.w;
534 //// log (natural log)
536 float log(const float x)
538 // note: logBaseB(x) = logBaseN(x) / logBaseN(B)
539 // compute log(x) = log2(x) / log2(e)
540 // c = 1.0 / log2(e) = 0.693147181
541 const float c = 0.693147181;
545 vec2 log(const vec2 v)
547 const float c = 0.693147181;
551 vec3 log(const vec3 v)
553 const float c = 0.693147181;
557 vec4 log(const vec4 v)
559 const float c = 0.693147181;
566 float exp2(const float a)
568 __asm float_exp2 __retVal.x, a;
571 vec2 exp2(const vec2 a)
573 __asm float_exp2 __retVal.x, a.x;
574 __asm float_exp2 __retVal.y, a.y;
577 vec3 exp2(const vec3 a)
579 __asm float_exp2 __retVal.x, a.x;
580 __asm float_exp2 __retVal.y, a.y;
581 __asm float_exp2 __retVal.z, a.z;
584 vec4 exp2(const vec4 a)
586 __asm float_exp2 __retVal.x, a.x;
587 __asm float_exp2 __retVal.y, a.y;
588 __asm float_exp2 __retVal.z, a.z;
589 __asm float_exp2 __retVal.w, a.w;
595 float sqrt(const float x)
598 __asm float_rsq r, x;
599 __asm float_rcp __retVal.x, r;
602 vec2 sqrt(const vec2 v)
605 __asm float_rsq r, v.x;
606 __asm float_rcp __retVal.x, r;
607 __asm float_rsq r, v.y;
608 __asm float_rcp __retVal.y, r;
611 vec3 sqrt(const vec3 v)
614 __asm float_rsq r, v.x;
615 __asm float_rcp __retVal.x, r;
616 __asm float_rsq r, v.y;
617 __asm float_rcp __retVal.y, r;
618 __asm float_rsq r, v.z;
619 __asm float_rcp __retVal.z, r;
622 vec4 sqrt(const vec4 v)
625 __asm float_rsq r, v.x;
626 __asm float_rcp __retVal.x, r;
627 __asm float_rsq r, v.y;
628 __asm float_rcp __retVal.y, r;
629 __asm float_rsq r, v.z;
630 __asm float_rcp __retVal.z, r;
631 __asm float_rsq r, v.w;
632 __asm float_rcp __retVal.w, r;
638 float inversesqrt(const float x)
640 __asm float_rsq __retVal.x, x;
643 vec2 inversesqrt(const vec2 v)
645 __asm float_rsq __retVal.x, v.x;
646 __asm float_rsq __retVal.y, v.y;
649 vec3 inversesqrt(const vec3 v)
651 __asm float_rsq __retVal.x, v.x;
652 __asm float_rsq __retVal.y, v.y;
653 __asm float_rsq __retVal.z, v.z;
656 vec4 inversesqrt(const vec4 v)
658 __asm float_rsq __retVal.x, v.x;
659 __asm float_rsq __retVal.y, v.y;
660 __asm float_rsq __retVal.z, v.z;
661 __asm float_rsq __retVal.w, v.w;
667 float normalize(const float x)
672 vec2 normalize(const vec2 v)
674 const float s = inversesqrt(dot(v, v));
675 __asm vec4_multiply __retVal.xy, v, s.xx;
678 vec3 normalize(const vec3 v)
680 // const float s = inversesqrt(dot(v, v));
682 // XXX note, we _could_ use __retVal.w instead of tmp and and save a
683 // register, but that's actually a compilation error because v is a vec3
684 // and the .w suffix is illegal. Oh well.
686 __asm vec3_dot tmp, v, v;
687 __asm float_rsq tmp, tmp;
688 __asm vec4_multiply __retVal.xyz, v, tmp.xxx;
691 vec4 normalize(const vec4 v)
694 __asm vec4_dot tmp, v, v;
695 __asm float_rsq tmp, tmp;
696 __asm vec4_multiply __retVal.xyz, v, tmp.xxx;
702 // 8.3 Common Functions
708 float abs(const float a)
710 __asm vec4_abs __retVal.x, a;
713 vec2 abs(const vec2 a)
715 __asm vec4_abs __retVal.xy, a;
718 vec3 abs(const vec3 a)
720 __asm vec4_abs __retVal.xyz, a;
723 vec4 abs(const vec4 a)
725 __asm vec4_abs __retVal, a;
731 float sign(const float x)
734 __asm vec4_sgt p.x, x, 0.0; // p = (x > 0)
735 __asm vec4_sgt n.x, 0.0, x; // n = (x < 0)
736 __asm vec4_subtract __retVal.x, p, n; // sign = p - n
739 vec2 sign(const vec2 v)
742 __asm vec4_sgt p.xy, v, 0.0;
743 __asm vec4_sgt n.xy, 0.0, v;
744 __asm vec4_subtract __retVal.xy, p, n;
747 vec3 sign(const vec3 v)
750 __asm vec4_sgt p.xyz, v, 0.0;
751 __asm vec4_sgt n.xyz, 0.0, v;
752 __asm vec4_subtract __retVal.xyz, p, n;
755 vec4 sign(const vec4 v)
758 __asm vec4_sgt p, v, 0.0;
759 __asm vec4_sgt n, 0.0, v;
760 __asm vec4_subtract __retVal, p, n;
766 float floor(const float a)
768 __asm vec4_floor __retVal.x, a;
771 vec2 floor(const vec2 a)
773 __asm vec4_floor __retVal.xy, a;
776 vec3 floor(const vec3 a)
778 __asm vec4_floor __retVal.xyz, a;
781 vec4 floor(const vec4 a)
783 __asm vec4_floor __retVal, a;
789 float ceil(const float a)
791 // XXX this could be improved
793 __asm vec4_floor b, b;
797 vec2 ceil(const vec2 a)
800 __asm vec4_floor b, b;
804 vec3 ceil(const vec3 a)
807 __asm vec4_floor b, b;
811 vec4 ceil(const vec4 a)
814 __asm vec4_floor b, b;
821 float fract(const float a)
823 __asm vec4_frac __retVal.x, a;
826 vec2 fract(const vec2 a)
828 __asm vec4_frac __retVal.xy, a;
831 vec3 fract(const vec3 a)
833 __asm vec4_frac __retVal.xyz, a;
836 vec4 fract(const vec4 a)
838 __asm vec4_frac __retVal, a;
842 //// mod (very untested!)
844 float mod(const float a, const float b)
847 __asm float_rcp oneOverB, b;
848 __retVal.x = a - b * floor(a * oneOverB);
851 vec2 mod(const vec2 a, const float b)
854 __asm float_rcp oneOverB, b;
855 __retVal.xy = a - b * floor(a * oneOverB);
858 vec3 mod(const vec3 a, const float b)
861 __asm float_rcp oneOverB, b;
862 __retVal.xyz = a - b * floor(a * oneOverB);
865 vec4 mod(const vec4 a, const float b)
868 __asm float_rcp oneOverB, b;
869 __retVal = a - b * floor(a * oneOverB);
872 vec2 mod(const vec2 a, const vec2 b)
874 float oneOverBx, oneOverBy;
875 __asm float_rcp oneOverBx, b.x;
876 __asm float_rcp oneOverBy, b.y;
877 __retVal.x = a.x - b.x * floor(a.x * oneOverBx);
878 __retVal.y = a.y - b.y * floor(a.y * oneOverBy);
881 vec3 mod(const vec3 a, const vec3 b)
883 float oneOverBx, oneOverBy, oneOverBz;
884 __asm float_rcp oneOverBx, b.x;
885 __asm float_rcp oneOverBy, b.y;
886 __asm float_rcp oneOverBz, b.z;
887 __retVal.x = a.x - b.x * floor(a.x * oneOverBx);
888 __retVal.y = a.y - b.y * floor(a.y * oneOverBy);
889 __retVal.z = a.z - b.z * floor(a.z * oneOverBz);
892 vec4 mod(const vec4 a, const vec4 b)
894 float oneOverBx, oneOverBy, oneOverBz, oneOverBw;
895 __asm float_rcp oneOverBx, b.x;
896 __asm float_rcp oneOverBy, b.y;
897 __asm float_rcp oneOverBz, b.z;
898 __asm float_rcp oneOverBw, b.w;
899 __retVal.x = a.x - b.x * floor(a.x * oneOverBx);
900 __retVal.y = a.y - b.y * floor(a.y * oneOverBy);
901 __retVal.z = a.z - b.z * floor(a.z * oneOverBz);
902 __retVal.w = a.w - b.w * floor(a.w * oneOverBw);
908 float min(const float a, const float b)
910 __asm vec4_min __retVal.x, a.x, b.x;
913 vec2 min(const vec2 a, const vec2 b)
915 __asm vec4_min __retVal.xy, a.xy, b.xy;
918 vec3 min(const vec3 a, const vec3 b)
920 __asm vec4_min __retVal.xyz, a.xyz, b.xyz;
923 vec4 min(const vec4 a, const vec4 b)
925 __asm vec4_min __retVal, a, b;
928 vec2 min(const vec2 a, const float b)
930 __asm vec4_min __retVal, a.xy, b.xx;
933 vec3 min(const vec3 a, const float b)
935 __asm vec4_min __retVal, a.xyz, b.xxx;
938 vec4 min(const vec4 a, const float b)
940 __asm vec4_min __retVal, a, b.xxxx;
946 float max(const float a, const float b)
948 __asm vec4_max __retVal.x, a.x, b.x;
951 vec2 max(const vec2 a, const vec2 b)
953 __asm vec4_max __retVal.xy, a.xy, b.xy;
956 vec3 max(const vec3 a, const vec3 b)
958 __asm vec4_max __retVal.xyz, a.xyz, b.xyz;
961 vec4 max(const vec4 a, const vec4 b)
963 __asm vec4_max __retVal, a, b;
966 vec2 max(const vec2 a, const float b)
968 __asm vec4_max __retVal, a.xy, b.xx;
971 vec3 max(const vec3 a, const float b)
973 __asm vec4_max __retVal, a.xyz, b.xxx;
976 vec4 max(const vec4 a, const float b)
978 __asm vec4_max __retVal, a, b.xxxx;
984 float clamp(const float val, const float minVal, const float maxVal)
986 __asm vec4_clamp __retVal, val, minVal, maxVal;
989 vec2 clamp(const vec2 val, const float minVal, const float maxVal)
991 __asm vec4_clamp __retVal, val, minVal, maxVal;
994 vec3 clamp(const vec3 val, const float minVal, const float maxVal)
996 __asm vec4_clamp __retVal, val, minVal, maxVal;
999 vec4 clamp(const vec4 val, const float minVal, const float maxVal)
1001 __asm vec4_clamp __retVal, val, minVal, maxVal;
1004 vec2 clamp(const vec2 val, const vec2 minVal, const vec2 maxVal)
1006 __asm vec4_clamp __retVal, val, minVal, maxVal;
1009 vec3 clamp(const vec3 val, const vec3 minVal, const vec3 maxVal)
1011 __asm vec4_clamp __retVal, val, minVal, maxVal;
1014 vec4 clamp(const vec4 val, const vec4 minVal, const vec4 maxVal)
1016 __asm vec4_clamp __retVal, val, minVal, maxVal;
1022 float mix(const float x, const float y, const float a)
1024 __asm vec4_lrp __retVal, a, y, x;
1027 vec2 mix(const vec2 x, const vec2 y, const float a)
1029 __asm vec4_lrp __retVal, a, y, x;
1032 vec3 mix(const vec3 x, const vec3 y, const float a)
1034 __asm vec4_lrp __retVal, a, y, x;
1037 vec4 mix(const vec4 x, const vec4 y, const float a)
1039 __asm vec4_lrp __retVal, a, y, x;
1042 vec2 mix(const vec2 x, const vec2 y, const vec2 a)
1044 __asm vec4_lrp __retVal, a, y, x;
1047 vec3 mix(const vec3 x, const vec3 y, const vec3 a)
1049 __asm vec4_lrp __retVal, a, y, x;
1052 vec4 mix(const vec4 x, const vec4 y, const vec4 a)
1054 __asm vec4_lrp __retVal, a, y, x;
1058 //// step (untested)
1060 float step(const float edge, const float x)
1062 __asm vec4_sgt __retVal.x, x, edge;
1065 vec2 step(const vec2 edge, const vec2 x)
1067 __asm vec4_sgt __retVal.xy, x, edge;
1070 vec3 step(const vec3 edge, const vec3 x)
1072 __asm vec4_sgt __retVal.xyz, x, edge;
1075 vec4 step(const vec4 edge, const vec4 x)
1077 __asm vec4_sgt __retVal, x, edge;
1080 vec2 step(const float edge, const vec2 v)
1082 __asm vec4_sgt __retVal.xy, v, edge.xx;
1085 vec3 step(const float edge, const vec3 v)
1087 __asm vec4_sgt __retVal.xyz, v, edge.xxx;
1090 vec4 step(const float edge, const vec4 v)
1092 __asm vec4_sgt __retVal, v, edge.xxxx;
1096 //// smoothstep (untested)
1098 float smoothstep(const float edge0, const float edge1, const float x)
1100 float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
1101 return t * t * (3.0 - 2.0 * t);
1104 vec2 smoothstep(const vec2 edge0, const vec2 edge1, const vec2 v)
1106 vec2 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
1107 return t * t * (3.0 - 2.0 * t);
1110 vec3 smoothstep(const vec3 edge0, const vec3 edge1, const vec3 v)
1112 vec3 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
1113 return t * t * (3.0 - 2.0 * t);
1116 vec4 smoothstep(const vec4 edge0, const vec4 edge1, const vec4 v)
1118 vec4 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
1119 return t * t * (3.0 - 2.0 * t);
1122 vec2 smoothstep(const float edge0, const float edge1, const vec2 v)
1124 vec2 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
1125 return t * t * (3.0 - 2.0 * t);
1128 vec3 smoothstep(const float edge0, const float edge1, const vec3 v)
1130 vec3 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
1131 return t * t * (3.0 - 2.0 * t);
1134 vec4 smoothstep(const float edge0, const float edge1, const vec4 v)
1136 vec4 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
1137 return t * t * (3.0 - 2.0 * t);
1143 // 8.4 Geometric Functions
1149 float length(const float x)
1154 float length(const vec2 v)
1157 const float p = dot(v, v); // p = v.x * v.x + v.y * v.y
1158 __asm float_rsq r, p; // r = 1 / sqrt(p)
1159 __asm float_rcp __retVal.x, r; // retVal = 1 / r
1162 float length(const vec3 v)
1165 const float p = dot(v, v); // p = v.x * v.x + v.y * v.y + v.z * v.z
1166 __asm float_rsq r, p; // r = 1 / sqrt(p)
1167 __asm float_rcp __retVal.x, r; // retVal = 1 / r
1170 float length(const vec4 v)
1173 const float p = dot(v, v); // p = v.x * v.x + v.y * v.y + ...
1174 __asm float_rsq r, p; // r = 1 / sqrt(p)
1175 __asm float_rcp __retVal.x, r; // retVal = 1 / r
1181 float distance(const float x, const float y)
1183 const float d = x - y;
1184 __retVal = length(d);
1187 float distance(const vec2 v, const vec2 u)
1189 const vec2 d2 = v - u;
1190 __retVal = length(d2);
1193 float distance(const vec3 v, const vec3 u)
1195 const vec3 d3 = v - u;
1196 __retVal = length(d3);
1199 float distance(const vec4 v, const vec4 u)
1201 const vec4 d4 = v - u;
1202 __retVal = length(d4);
1208 vec3 cross(const vec3 v, const vec3 u)
1210 __asm vec3_cross __retVal.xyz, v, u;
1216 float faceforward(const float N, const float I, const float Nref)
1218 // this could probably be done better
1219 const float d = dot(Nref, I);
1221 __asm vec4_sgt s.x, 0.0, d; // s = (0.0 > d) ? 1 : 0
1222 return mix(-N, N, s);
1225 vec2 faceforward(const vec2 N, const vec2 I, const vec2 Nref)
1227 // this could probably be done better
1228 const float d = dot(Nref, I);
1230 __asm vec4_sgt s.x, 0.0, d; // s = (0.0 > d) ? 1 : 0
1231 return mix(-N, N, s);
1234 vec3 faceforward(const vec3 N, const vec3 I, const vec3 Nref)
1236 // this could probably be done better
1237 const float d = dot(Nref, I);
1239 __asm vec4_sgt s.x, 0.0, d; // s = (0.0 > d) ? 1 : 0
1240 return mix(-N, N, s);
1243 vec4 faceforward(const vec4 N, const vec4 I, const vec4 Nref)
1245 // this could probably be done better
1246 const float d = dot(Nref, I);
1248 __asm vec4_sgt s.x, 0.0, d; // s = (0.0 > d) ? 1 : 0
1249 return mix(-N, N, s);
1255 float reflect(const float I, const float N)
1257 return I - 2.0 * dot(N, I) * N;
1260 vec2 reflect(const vec2 I, const vec2 N)
1262 return I - 2.0 * dot(N, I) * N;
1265 vec3 reflect(const vec3 I, const vec3 N)
1267 return I - 2.0 * dot(N, I) * N;
1270 vec4 reflect(const vec4 I, const vec4 N)
1272 return I - 2.0 * dot(N, I) * N;
1277 float refract(const float I, const float N, const float eta)
1279 float k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I));
1282 return eta * I - (eta * dot(N, I) + sqrt(k)) * N;
1285 vec2 refract(const vec2 I, const vec2 N, const float eta)
1287 float k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I));
1290 return eta * I - (eta * dot(N, I) + sqrt(k)) * N;
1293 vec3 refract(const vec3 I, const vec3 N, const float eta)
1295 float k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I));
1298 return eta * I - (eta * dot(N, I) + sqrt(k)) * N;
1301 vec4 refract(const vec4 I, const vec4 N, const float eta)
1303 float k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I));
1306 return eta * I - (eta * dot(N, I) + sqrt(k)) * N;
1313 // 8.5 Matrix Functions
1316 mat2 matrixCompMult (mat2 m, mat2 n) {
1317 return mat2 (m[0] * n[0], m[1] * n[1]);
1320 mat3 matrixCompMult (mat3 m, mat3 n) {
1321 return mat3 (m[0] * n[0], m[1] * n[1], m[2] * n[2]);
1324 mat4 matrixCompMult (mat4 m, mat4 n) {
1325 return mat4 (m[0] * n[0], m[1] * n[1], m[2] * n[2], m[3] * n[3]);
1332 // 8.6 Vector Relational Functions
1337 bvec2 lessThan(const vec2 u, const vec2 v)
1339 __asm vec4_slt __retVal.xy, u, v;
1342 bvec3 lessThan(const vec3 u, const vec3 v)
1344 __asm vec4_slt __retVal.xyz, u, v;
1347 bvec4 lessThan(const vec4 u, const vec4 v)
1349 __asm vec4_slt __retVal, u, v;
1352 bvec2 lessThan(const ivec2 u, const ivec2 v)
1354 __asm vec4_slt __retVal.xy, u, v;
1357 bvec3 lessThan(const ivec3 u, const ivec3 v)
1359 __asm vec4_slt __retVal.xyz, u, v;
1362 bvec4 lessThan(const ivec4 u, const ivec4 v)
1364 __asm vec4_slt __retVal, u, v;
1370 bvec2 lessThanEqual(const vec2 u, const vec2 v)
1372 __asm vec4_sle __retVal.xy, u, v;
1375 bvec3 lessThanEqual(const vec3 u, const vec3 v)
1377 __asm vec4_sle __retVal.xyz, u, v;
1380 bvec4 lessThanEqual(const vec4 u, const vec4 v)
1382 __asm vec4_sle __retVal, u, v;
1385 bvec2 lessThanEqual(const ivec2 u, const ivec2 v)
1387 __asm vec4_sle __retVal.xy, u, v;
1390 bvec3 lessThanEqual(const ivec3 u, const ivec3 v)
1392 __asm vec4_sle __retVal.xyz, u, v;
1395 bvec4 lessThanEqual(const ivec4 u, const ivec4 v)
1397 __asm vec4_sle __retVal, u, v;
1403 bvec2 greaterThan(const vec2 u, const vec2 v)
1405 __asm vec4_sgt __retVal.xy, u, v;
1408 bvec3 greaterThan(const vec3 u, const vec3 v)
1410 __asm vec4_sgt __retVal.xyz, u, v;
1413 bvec4 greaterThan(const vec4 u, const vec4 v)
1415 __asm vec4_sgt __retVal, u, v;
1418 bvec2 greaterThan(const ivec2 u, const ivec2 v)
1420 __asm vec4_sgt __retVal.xy, u, v;
1423 bvec3 greaterThan(const ivec3 u, const ivec3 v)
1425 __asm vec4_sgt __retVal.xyz, u, v;
1428 bvec4 greaterThan(const ivec4 u, const ivec4 v)
1430 __asm vec4_sgt __retVal, u, v;
1434 //// greaterThanEqual
1436 bvec2 greaterThanEqual(const vec2 u, const vec2 v)
1438 __asm vec4_sge __retVal.xy, u, v;
1441 bvec3 greaterThanEqual(const vec3 u, const vec3 v)
1443 __asm vec4_sge __retVal.xyz, u, v;
1446 bvec4 greaterThanEqual(const vec4 u, const vec4 v)
1448 __asm vec4_sge __retVal, u, v;
1451 bvec2 greaterThanEqual(const ivec2 u, const ivec2 v)
1453 __asm vec4_sge __retVal.xy, u, v;
1456 bvec3 greaterThanEqual(const ivec3 u, const ivec3 v)
1458 __asm vec4_sge __retVal.xyz, u, v;
1461 bvec4 greaterThanEqual(const ivec4 u, const ivec4 v)
1463 __asm vec4_sge __retVal, u, v;
1469 bvec2 equal(const vec2 u, const vec2 v)
1471 __asm vec4_seq __retVal.xy, u, v;
1474 bvec3 equal(const vec3 u, const vec3 v)
1476 __asm vec4_seq __retVal.xyz, u, v;
1479 bvec4 equal(const vec4 u, const vec4 v)
1481 __asm vec4_seq __retVal, u, v;
1484 bvec2 equal(const ivec2 u, const ivec2 v)
1486 __asm vec4_seq __retVal.xy, u, v;
1489 bvec3 equal(const ivec3 u, const ivec3 v)
1491 __asm vec4_seq __retVal.xyz, u, v;
1494 bvec4 equal(const ivec4 u, const ivec4 v)
1496 __asm vec4_seq __retVal, u, v;
1502 bvec2 notEqual(const vec2 u, const vec2 v)
1504 __asm vec4_sne __retVal.xy, u, v;
1507 bvec3 notEqual(const vec3 u, const vec3 v)
1509 __asm vec4_sne __retVal.xyz, u, v;
1512 bvec4 notEqual(const vec4 u, const vec4 v)
1514 __asm vec4_sne __retVal, u, v;
1517 bvec2 notEqual(const ivec2 u, const ivec2 v)
1519 __asm vec4_sne __retVal.xy, u, v;
1522 bvec3 notEqual(const ivec3 u, const ivec3 v)
1524 __asm vec4_sne __retVal.xyz, u, v;
1527 bvec4 notEqual(const ivec4 u, const ivec4 v)
1529 __asm vec4_sne __retVal, u, v;
1535 bool any(const bvec2 v)
1538 __asm vec4_add sum.x, v.x, v.y;
1539 __asm vec4_sne __retVal.x, sum.x, 0.0;
1542 bool any(const bvec3 v)
1545 __asm vec4_add sum.x, v.x, v.y;
1546 __asm vec4_add sum.x, sum.x, v.z;
1547 __asm vec4_sne __retVal.x, sum.x, 0.0;
1550 bool any(const bvec4 v)
1553 __asm vec4_add sum.x, v.x, v.y;
1554 __asm vec4_add sum.x, sum.x, v.z;
1555 __asm vec4_add sum.x, sum.x, v.w;
1556 __asm vec4_sne __retVal.x, sum.x, 0.0;
1562 bool all (const bvec2 v)
1565 __asm vec4_multiply prod.x, v.x, v.y;
1566 __asm vec4_sne __retVal.x, prod.x, 0.0;
1570 bool all (const bvec3 v)
1573 __asm vec4_multiply prod.x, v.x, v.y;
1574 __asm vec4_multiply prod.x, prod.x, v.z;
1575 __asm vec4_sne __retVal.x, prod.x, 0.0;
1578 bool all (const bvec4 v)
1581 __asm vec4_multiply prod.x, v.x, v.y;
1582 __asm vec4_multiply prod.x, prod.x, v.z;
1583 __asm vec4_multiply prod.x, prod.x, v.w;
1584 __asm vec4_sne __retVal.x, prod.x, 0.0;
1591 bvec2 not (const bvec2 v)
1593 __asm vec4_seq __retVal.xy, v, 0.0;
1596 bvec3 not (const bvec3 v)
1598 __asm vec4_seq __retVal.xyz, v, 0.0;
1601 bvec4 not (const bvec4 v)
1603 __asm vec4_seq __retVal, v, 0.0;
1608 //// Texture Lookup Functions (for both fragment and vertex shaders)
1610 vec4 texture1D(const sampler1D sampler, const float coord)
1612 __asm vec4_tex1d __retVal, sampler, coord;
1615 vec4 texture1DProj(const sampler1D sampler, const vec2 coord)
1617 // need to swizzle .y into .w
1618 __asm vec4_texp1d __retVal, sampler, coord.xyyy;
1621 vec4 texture1DProj(const sampler1D sampler, const vec4 coord)
1623 __asm vec4_texp1d __retVal, sampler, coord;
1627 vec4 texture2D(const sampler2D sampler, const vec2 coord)
1629 __asm vec4_tex2d __retVal, sampler, coord;
1632 vec4 texture2DProj(const sampler2D sampler, const vec3 coord)
1634 // need to swizzle 'z' into 'w'.
1635 __asm vec4_texp2d __retVal, sampler, coord.xyzz;
1638 vec4 texture2DProj(const sampler2D sampler, const vec4 coord)
1640 __asm vec4_texp2d __retVal, sampler, coord;
1644 vec4 texture3D(const sampler3D sampler, const vec3 coord)
1646 __asm vec4_tex3d __retVal, sampler, coord;
1649 vec4 texture3DProj(const sampler3D sampler, const vec4 coord)
1651 __asm vec4_texp3d __retVal, sampler, coord;
1655 vec4 textureCube(const samplerCube sampler, const vec3 coord)
1657 __asm vec4_texcube __retVal, sampler, coord;
1662 vec4 shadow1D(const sampler1DShadow sampler, const vec3 coord)
1664 __asm vec4_tex1d __retVal, sampler, coord;
1667 vec4 shadow1DProj(const sampler1DShadow sampler, const vec4 coord)
1669 // .s and .p will be divided by .q
1670 __asm vec4_texp1d __retVal, sampler, coord;
1673 vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord)
1675 __asm vec4_tex2d __retVal, sampler, coord;
1678 vec4 shadow2DProj(const sampler2DShadow sampler, const vec4 coord)
1680 // .s, .t and .p will be divided by .q
1681 __asm vec4_texp2d __retVal, sampler, coord;
1685 //// GL_ARB_texture_rectangle:
1686 vec4 texture2DRect(const sampler2DRect sampler, const vec2 coord)
1688 __asm vec4_tex_rect __retVal, sampler, coord;
1691 vec4 texture2DRectProj(const sampler2DRect sampler, const vec3 coord)
1693 // need to swizzle .y into .w
1694 __asm vec4_texp_rect __retVal, sampler, coord.xyzz;
1697 vec4 texture2DRectProj(const sampler2DRect sampler, const vec4 coord)
1699 __asm vec4_texp_rect __retVal, sampler, ccoord;
1702 vec4 shadow2DRect(const sampler2DRectShadow sampler, const vec3 coord)
1704 __asm vec4_tex_rect __retVal, sampler, coord;
1707 vec4 shadow2DRectProj(const sampler2DRectShadow sampler, const vec4 coord)
1709 __asm vec4_texp_rect __retVal, sampler, coord;
1715 // 8.9 Noise Functions
1717 // AUTHOR: Stefan Gustavson (stegu@itn.liu.se), Nov 26, 2005
1720 float noise1(const float x)
1722 __asm float_noise1 __retVal, x;
1726 float noise1(const vec2 x)
1728 __asm float_noise2 __retVal, x;
1731 float noise1(const vec3 x)
1733 __asm float_noise3 __retVal, x;
1736 float noise1(const vec4 x)
1738 __asm float_noise4 __retVal, x;
1741 vec2 noise2(const float x)
1743 __retVal.x = noise1(x);
1744 __retVal.y = noise1(x + 19.34);
1747 vec2 noise2(const vec2 x)
1749 __retVal.x = noise1(x);
1750 __retVal.y = noise1(x + vec2(19.34, 7.66));
1753 vec2 noise2(const vec3 x)
1755 __retVal.x = noise1(x);
1756 __retVal.y = noise1(x + vec3(19.34, 7.66, 3.23));
1759 vec2 noise2(const vec4 x)
1761 __retVal.x = noise1(x);
1762 __retVal.y = noise1(x + vec4(19.34, 7.66, 3.23, 2.77));
1765 vec3 noise3(const float x)
1767 __retVal.x = noise1(x);
1768 __retVal.y = noise1(x + 19.34);
1769 __retVal.z = noise1(x + 5.47);
1772 vec3 noise3(const vec2 x)
1774 __retVal.x = noise1(x);
1775 __retVal.y = noise1(x + vec2(19.34, 7.66));
1776 __retVal.z = noise1(x + vec2(5.47, 17.85));
1779 vec3 noise3(const vec3 x)
1781 __retVal.x = noise1(x);
1782 __retVal.y = noise1(x + vec3(19.34, 7.66, 3.23));
1783 __retVal.z = noise1(x + vec3(5.47, 17.85, 11.04));
1786 vec3 noise3(const vec4 x)
1788 __retVal.x = noise1(x);
1789 __retVal.y = noise1(x + vec4(19.34, 7.66, 3.23, 2.77));
1790 __retVal.z = noise1(x + vec4(5.47, 17.85, 11.04, 13.19));
1793 vec4 noise4(const float x)
1795 __retVal.x = noise1(x);
1796 __retVal.y = noise1(x + 19.34);
1797 __retVal.z = noise1(x + 5.47);
1798 __retVal.w = noise1(x + 23.54);
1801 vec4 noise4(const vec2 x)
1803 __retVal.x = noise1(x);
1804 __retVal.y = noise1(x + vec2 (19.34, 7.66));
1805 __retVal.z = noise1(x + vec2 (5.47, 17.85));
1806 __retVal.w = noise1(x + vec2 (23.54, 29.11));
1809 vec4 noise4(const vec3 x)
1811 __retVal.x = noise1(x);
1812 __retVal.y = noise1(x + vec3(19.34, 7.66, 3.23));
1813 __retVal.z = noise1(x + vec3(5.47, 17.85, 11.04));
1814 __retVal.w = noise1(x + vec3(23.54, 29.11, 31.91));
1817 vec4 noise4(const vec4 x)
1819 __retVal.x = noise1(x);
1820 __retVal.y = noise1(x + vec4(19.34, 7.66, 3.23, 2.77));
1821 __retVal.z = noise1(x + vec4(5.47, 17.85, 11.04, 13.19));
1822 __retVal.w = noise1(x + vec4(23.54, 29.11, 31.91, 37.48));