cosmetic changes;
[mesa.git] / src / mesa / shader / slang / library / slang_fragment_builtin_gc.h
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71 "__fixed_input vec4 gl_FragCoord;\n"
72 "__fixed_input bool gl_FrontFacing;\n"
73 "__fixed_output vec4 gl_FragColor;\n"
74 "__fixed_output vec4 gl_FragData[gl_MaxDrawBuffers];\n"
75 "__fixed_output float gl_FragDepth;\n"
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93 "varying vec4 gl_Color;\n"
94 "varying vec4 gl_SecondaryColor;\n"
95 "varying vec4 gl_TexCoord[];\n"
96 "varying float gl_FogFragCoord;\n"
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175 "vec4 texture1D (sampler1D sampler, float coord, float bias) {\n"
176 " return vec4 (0.0);\n"
177 "}\n"
178 "vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias) {\n"
179 " return texture1D (sampler, coord.s / coord.t, bias);\n"
180 "}\n"
181 "vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias) {\n"
182 " return texture1D (sampler, coord.s / coord.q, bias);\n"
183 "}\n"
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191 "\n"
192 "vec4 texture2D (sampler2D sampler, vec2 coord, float bias) {\n"
193 " return vec4 (0.0);\n"
194 "}\n"
195 "vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias) {\n"
196 " return texture2D (sampler, vec2 (coord.s / coord.p, coord.t / coord.p), bias);\n"
197 "}\n"
198 "vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias) {\n"
199 " return texture2D (sampler, vec2 (coord.s / coord.q, coord.s / coord.q), bias);\n"
200 "}\n"
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206 "\n"
207 "vec4 texture3D (sampler3D sampler, vec3 coord, float bias) {\n"
208 " return vec4 (0.0);\n"
209 "}\n"
210 "vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias) {\n"
211 " return texture3DProj (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q),\n"
212 " bias);\n"
213 "}\n"
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221 "vec4 textureCube (samplerCube sampler, vec3 coord, float bias) {\n"
222 " return vec4 (0.0);\n"
223 "}\n"
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233 "\n"
234 "vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias) {\n"
235 " return vec4 (0.0);\n"
236 "}\n"
237 "\n"
238 "vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias) {\n"
239 " return vec4 (0.0);\n"
240 "}\n"
241 "vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord, float bias) {\n"
242 " return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), bias);\n"
243 "}\n"
244 "vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias) {\n"
245 " return shadow2D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q), bias);\n"
246 "}\n"
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304 "\n"
305 "float dFdx (float p) {\n"
306 " return 0.0;\n"
307 "}\n"
308 "\n"
309 "vec2 dFdx (vec2 p) {\n"
310 " return vec2 (0.0);\n"
311 "}\n"
312 "\n"
313 "vec3 dFdx (vec3 p) {\n"
314 " return vec3 (0.0);\n"
315 "}\n"
316 "\n"
317 "vec4 dFdx (vec4 p) {\n"
318 " return vec4 (0.0);\n"
319 "}\n"
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331 "float dFdy (float p) {\n"
332 " return 0.0;\n"
333 "}\n"
334 "\n"
335 "vec2 dFdy (vec2 p) {\n"
336 " return vec2 (0.0);\n"
337 "}\n"
338 "\n"
339 "vec3 dFdy (vec3 p) {\n"
340 " return vec3 (0.0);\n"
341 "}\n"
342 "\n"
343 "vec4 dFdy (vec4 p) {\n"
344 " return vec4 (0.0);\n"
345 "}\n"
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354 "float fwidth (float p) {\n"
355 " return abs (dFdx (p)) + abs (dFdy (p));\n"
356 "}\n"
357 "vec2 fwidth (vec2 p) {\n"
358 " return abs (dFdx (p)) + abs (dFdy (p));\n"
359 "}\n"
360 "vec3 fwidth (vec3 p) {\n"
361 " return abs (dFdx (p)) + abs (dFdy (p));\n"
362 "}\n"
363 "vec4 fwidth (vec4 p) {\n"
364 " return abs (dFdx (p)) + abs (dFdy (p));\n"
365 "}\n"
366 "\n"