// // TODO: // - implement sin, asin, acos, atan, pow, log2, floor, ceil, // - implement texture1D, texture2D, texture3D, textureCube, // - implement shadow1D, shadow2D, // - implement noise1, noise2, noise3, noise4, // // // From Shader Spec, ver. 1.10, rev. 59 // // The following built-in constants are provided to vertex and fragment shaders. // // // Implementation dependent constants. The example values below // are the minimum values allowed for these maximums. // const int gl_MaxLights = 8; // GL 1.0 const int gl_MaxClipPlanes = 6; // GL 1.0 const int gl_MaxTextureUnits = 2; // GL 1.3 const int gl_MaxTextureCoords = 2; // ARB_fragment_program const int gl_MaxVertexAttribs = 16; // ARB_vertex_shader const int gl_MaxVertexUniformComponents = 512; // ARB_vertex_shader const int gl_MaxVaryingFloats = 32; // ARB_vertex_shader const int gl_MaxVertexTextureImageUnits = 0; // ARB_vertex_shader const int gl_MaxCombinedTextureImageUnits = 2; // ARB_vertex_shader const int gl_MaxTextureImageUnits = 2; // ARB_fragment_shader const int gl_MaxFragmentUniformComponents = 64; // ARB_fragment_shader const int gl_MaxDrawBuffers = 1; // proposed ARB_draw_buffers // // As an aid to accessing OpenGL processing state, the following uniform variables are built into // the OpenGL Shading Language. All page numbers and notations are references to the 1.4 // specification. // // // Matrix state. p. 31, 32, 37, 39, 40. // uniform mat4 gl_ModelViewMatrix; uniform mat4 gl_ProjectionMatrix; uniform mat4 gl_ModelViewProjectionMatrix; uniform mat4 gl_TextureMatrix[gl_MaxTextureCoords]; // // Derived matrix state that provides inverse and transposed versions // of the matrices above. Poorly conditioned matrices may result // in unpredictable values in their inverse forms. // uniform mat3 gl_NormalMatrix; // transpose of the inverse of the // upper leftmost 3x3 of gl_ModelViewMatrix uniform mat4 gl_ModelViewMatrixInverse; uniform mat4 gl_ProjectionMatrixInverse; uniform mat4 gl_ModelViewProjectionMatrixInverse; uniform mat4 gl_TextureMatrixInverse[gl_MaxTextureCoords]; uniform mat4 gl_ModelViewMatrixTranspose; uniform mat4 gl_ProjectionMatrixTranspose; uniform mat4 gl_ModelViewProjectionMatrixTranspose; uniform mat4 gl_TextureMatrixTranspose[gl_MaxTextureCoords]; uniform mat4 gl_ModelViewMatrixInverseTranspose; uniform mat4 gl_ProjectionMatrixInverseTranspose; uniform mat4 gl_ModelViewProjectionMatrixInverseTranspose; uniform mat4 gl_TextureMatrixInverseTranspose[gl_MaxTextureCoords]; // // Normal scaling p. 39. // uniform float gl_NormalScale; // // Depth range in window coordinates, p. 33 // struct gl_DepthRangeParameters { float near; // n float far; // f float diff; // f - n }; uniform gl_DepthRangeParameters gl_DepthRange; // // Clip planes p. 42. // uniform vec4 gl_ClipPlane[gl_MaxClipPlanes]; // // Point Size, p. 66, 67. // struct gl_PointParameters { float size; float sizeMin; float sizeMax; float fadeThresholdSize; float distanceConstantAttenuation; float distanceLinearAttenuation; float distanceQuadraticAttenuation; }; uniform gl_PointParameters gl_Point; // // Material State p. 50, 55. // struct gl_MaterialParameters { vec4 emission; // Ecm vec4 ambient; // Acm vec4 diffuse; // Dcm vec4 specular; // Scm float shininess; // Srm }; uniform gl_MaterialParameters gl_FrontMaterial; uniform gl_MaterialParameters gl_BackMaterial; // // Light State p 50, 53, 55. // struct gl_LightSourceParameters { vec4 ambient; // Acli vec4 diffuse; // Dcli vec4 specular; // Scli vec4 position; // Ppli vec4 halfVector; // Derived: Hi vec3 spotDirection; // Sdli float spotExponent; // Srli float spotCutoff; // Crli // (range: [0.0,90.0], 180.0) float spotCosCutoff; // Derived: cos(Crli) // (range: [1.0,0.0],-1.0) float constantAttenuation; // K0 float linearAttenuation; // K1 float quadraticAttenuation; // K2 }; uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights]; struct gl_LightModelParameters { vec4 ambient; // Acs }; uniform gl_LightModelParameters gl_LightModel; // // Derived state from products of light and material. // struct gl_LightModelProducts { vec4 sceneColor; // Derived. Ecm + Acm * Acs }; uniform gl_LightModelProducts gl_FrontLightModelProduct; uniform gl_LightModelProducts gl_BackLightModelProduct; struct gl_LightProducts { vec4 ambient; // Acm * Acli vec4 diffuse; // Dcm * Dcli vec4 specular; // Scm * Scli }; uniform gl_LightProducts gl_FrontLightProduct[gl_MaxLights]; uniform gl_LightProducts gl_BackLightProduct[gl_MaxLights]; // // Texture Environment and Generation, p. 152, p. 40-42. // uniform vec4 gl_TextureEnvColor[gl_MaxTextureImageUnits]; uniform vec4 gl_EyePlaneS[gl_MaxTextureCoords]; uniform vec4 gl_EyePlaneT[gl_MaxTextureCoords]; uniform vec4 gl_EyePlaneR[gl_MaxTextureCoords]; uniform vec4 gl_EyePlaneQ[gl_MaxTextureCoords]; uniform vec4 gl_ObjectPlaneS[gl_MaxTextureCoords]; uniform vec4 gl_ObjectPlaneT[gl_MaxTextureCoords]; uniform vec4 gl_ObjectPlaneR[gl_MaxTextureCoords]; uniform vec4 gl_ObjectPlaneQ[gl_MaxTextureCoords]; // // Fog p. 161 // struct gl_FogParameters { vec4 color; float density; float start; float end; float scale; // Derived: 1.0 / (end - start) }; uniform gl_FogParameters gl_Fog; // // The OpenGL Shading Language defines an assortment of built-in convenience functions for scalar // and vector operations. Many of these built-in functions can be used in more than one type // of shader, but some are intended to provide a direct mapping to hardware and so are available // only for a specific type of shader. // // The built-in functions basically fall into three categories: // // * They expose some necessary hardware functionality in a convenient way such as accessing // a texture map. There is no way in the language for these functions to be emulated by a shader. // // * They represent a trivial operation (clamp, mix, etc.) that is very simple for the user // to write, but they are very common and may have direct hardware support. It is a very hard // problem for the compiler to map expressions to complex assembler instructions. // // * They represent an operation graphics hardware is likely to accelerate at some point. The // trigonometry functions fall into this category. // // Many of the functions are similar to the same named ones in common C libraries, but they support // vector input as well as the more traditional scalar input. // // Applications should be encouraged to use the built-in functions rather than do the equivalent // computations in their own shader code since the built-in functions are assumed to be optimal // (e.g., perhaps supported directly in hardware). // // User code can replace built-in functions with their own if they choose, by simply re-declaring // and defining the same name and argument list. // // // 8.1 Angle and Trigonometry Functions // // Function parameters specified as angle are assumed to be in units of radians. In no case will // any of these functions result in a divide by zero error. If the divisor of a ratio is 0, then // results will be undefined. // // These all operate component-wise. The description is per component. // // // Converts degrees to radians and returns the result, i.e., result = PI*deg/180. // float radians (float deg) { return 3.141593 * deg / 180.0; } vec2 radians (vec2 deg) { return vec2 (radians (deg.x), radians (deg.y)); } vec3 radians (vec3 deg) { return vec3 (radians (deg.x), radians (deg.y), radians (deg.z)); } vec4 radians (vec4 deg) { return vec4 (radians (deg.x), radians (deg.y), radians (deg.z), radians (deg.w)); } // // Converts radians to degrees and returns the result, i.e., result = 180*rad/PI. // float degrees (float rad) { return 180.0 * rad / 3.141593; } vec2 degrees (vec2 rad) { return vec2 (degrees (rad.x), degrees (rad.y)); } vec3 degrees (vec3 rad) { return vec3 (degrees (rad.x), degrees (rad.y), degrees (rad.z)); } vec4 degrees (vec4 rad) { return vec4 (degrees (rad.x), degrees (rad.y), degrees (rad.z), degrees (rad.w)); } // // The standard trigonometric sine function. // // XXX float sin (float angle) { return 0.0; } vec2 sin (vec2 angle) { return vec2 (sin (angle.x), sin (angle.y)); } vec3 sin (vec3 angle) { return vec3 (sin (angle.x), sin (angle.y), sin (angle.z)); } vec4 sin (vec4 angle) { return vec4 (sin (angle.x), sin (angle.y), sin (angle.z), sin (angle.w)); } // // The standard trigonometric cosine function. // float cos (float angle) { return sin (angle + 1.5708); } vec2 cos (vec2 angle) { return vec2 (cos (angle.x), cos (angle.y)); } vec3 cos (vec3 angle) { return vec3 (cos (angle.x), cos (angle.y), cos (angle.z)); } vec4 cos (vec4 angle) { return vec4 (cos (angle.x), cos (angle.y), cos (angle.z), cos (angle.w)); } // // The standard trigonometric tangent. // float tan (float angle) { return sin (angle) / cos (angle); } vec2 tan (vec2 angle) { return vec2 (tan (angle.x), tan (angle.y)); } vec3 tan (vec3 angle) { return vec3 (tan (angle.x), tan (angle.y), tan (angle.z)); } vec4 tan (vec4 angle) { return vec4 (tan (angle.x), tan (angle.y), tan (angle.z), tan (angle.w)); } // // Arc sine. Returns an angle whose sine is x. The range of values returned by this function is // [–PI/2, PI/2]. Results are undefined if |x| > 1. // // XXX float asin (float x) { return 0.0; } vec2 asin (vec2 x) { return vec2 (asin (x.x), asin (x.y)); } vec3 asin (vec3 x) { return vec3 (asin (x.x), asin (x.y), asin (x.z)); } vec4 asin (vec4 x) { return vec4 (asin (x.x), asin (x.y), asin (x.z), asin (x.w)); } // // Arc cosine. Returns an angle whose cosine is x. The range of values returned by this function is // [0, PI]. Results are undefined if |x| > 1. // // XXX float acos (float x) { return 0.0; } vec2 acos (vec2 x) { return vec2 (acos (x.x), acos (x.y)); } vec3 acos (vec3 x) { return vec3 (acos (x.x), acos (x.y), acos (x.z)); } vec4 acos (vec4 x) { return vec4 (acos (x.x), acos (x.y), acos (x.z), acos (x.w)); } // // Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine // what quadrant the angle is in. The range of values returned by this function is [–PI, PI]. // Results are undefined if x and y are both 0. // // XXX float atan (float x, float y) { return 0.0; } vec2 atan (vec2 x, vec2 y) { return vec2 (atan (x.x, y.x), atan (x.y, y.y)); } vec3 atan (vec3 x, vec3 y) { return vec3 (atan (x.x, y.x), atan (x.y, y.y), atan (x.z, y.z)); } vec4 atan (vec4 x, vec4 y) { return vec4 (atan (x.x, y.x), atan (x.y, y.y), atan (x.z, y.z), atan (x.w, y.w)); } // // Arc tangent. Returns an angle whose tangent is y_over_x. The range of values returned by this // function is [–PI/2, PI/2]. // // XXX float atan (float y_over_x) { return 0.0; } vec2 atan (vec2 y_over_x) { return vec2 (atan (y_over_x.x), atan (y_over_x.y)); } vec3 atan (vec3 y_over_x) { return vec3 (atan (y_over_x.x), atan (y_over_x.y), atan (y_over_x.z)); } vec4 atan (vec4 y_over_x) { return vec4 (atan (y_over_x.x), atan (y_over_x.y), atan (y_over_x.z), atan (y_over_x.w)); } // // 8.2 Exponential Functions // // These all operate component-wise. The description is per component. // // // Returns x raised to the y power, i.e., x^y. // Results are undefined if x < 0. // Results are undefined if x = 0 and y <= 0. // // XXX float pow (float x, float y) { return 0.0; } vec2 pow (vec2 x, vec2 y) { return vec2 (pow (x.x, y.x), pow (x.y, y.y)); } vec3 pow (vec3 x, vec3 y) { return vec3 (pow (x.x, y.x), pow (x.y, y.y), pow (x.z, y.z)); } vec4 pow (vec4 x, vec4 y) { return vec4 (pow (x.x, y.x), pow (x.y, y.y), pow (x.z, y.z), pow (x.w, y.w)); } // // Returns the natural exponentiation of x, i.e., e^x. // float exp (float x) { return pow (2.71828183, x); } vec2 exp (vec2 x) { return vec2 (exp (x.x), exp (x.y)); } vec3 exp (vec3 x) { return vec3 (exp (x.x), exp (x.y), exp (x.z)); } vec4 exp (vec4 x) { return vec4 (exp (x.x), exp (x.y), exp (x.z), exp (x.w)); } // // Returns the natural logarithm of x, i.e., returns the value y which satisfies the equation // x = e^y. // Results are undefined if x <= 0. // float log (float x) { return log2 (x) / log2 (2.71828183); } vec2 log (vec2 x) { return vec2 (log (x.x), log (x.y)); } vec3 log (vec3 x) { return vec3 (log (x.x), log (x.y), log (x.z)); } vec4 log (vec4 x) { return vec4 (log (x.x), log (x.y), log (x.z), log (x.w)); } // // Returns 2 raised to the x power, i.e., 2^x // float exp2 (float x) { return pow (2.0, x); } vec2 exp2 (vec2 x) { return vec2 (exp2 (x.x), exp2 (x.y)); } vec3 exp2 (vec3 x) { return vec3 (exp2 (x.x), exp2 (x.y), exp2 (x.z)); } vec4 exp2 (vec4 x) { return vec4 (exp2 (x.x), exp2 (x.y), exp2 (x.z), exp2 (x.w)); } // // Returns the base 2 logarithm of x, i.e., returns the value y which satisfies the equation // x = 2^y. // Results are undefined if x <= 0. // // XXX float log2 (float x) { return 0.0; } vec2 log2 (vec2 x) { return vec2 (log2 (x.x), log2 (x.y)); } vec3 log2 (vec3 x) { return vec3 (log2 (x.x), log2 (x.y), log2 (x.z)); } vec4 log2 (vec4 x) { return vec4 (log2 (x.x), log2 (x.y), log2 (x.z), log2 (x.w)); } // // Returns the positive square root of x. // Results are undefined if x < 0. // float sqrt (float x) { return pow (x, 0.5); } vec2 sqrt (vec2 x) { return vec2 (sqrt (x.x), sqrt (x.y)); } vec3 sqrt (vec3 x) { return vec3 (sqrt (x.x), sqrt (x.y), sqrt (x.z)); } vec4 sqrt (vec4 x) { return vec4 (sqrt (x.x), sqrt (x.y), sqrt (x.z), sqrt (x.w)); } // // Returns the reciprocal of the positive square root of x. // Results are undefined if x <= 0. // float inversesqrt (float x) { return 1.0 / sqrt (x); } vec2 inversesqrt (vec2 x) { return vec2 (inversesqrt (x.x), inversesqrt (x.y)); } vec3 inversesqrt (vec3 x) { return vec3 (inversesqrt (x.x), inversesqrt (x.y), inversesqrt (x.z)); } vec4 inversesqrt (vec4 x) { return vec4 (inversesqrt (x.x), inversesqrt (x.y), inversesqrt (x.z), inversesqrt (x.w)); } // // 8.3 Common Functions // // These all operate component-wise. The description is per component. // // // Returns x if x >= 0, otherwise it returns –x // float abs (float x) { return x >= 0.0 ? x : -x; } vec2 abs (vec2 x) { return vec2 (abs (x.x), abs (x.y)); } vec3 abs (vec3 x) { return vec3 (abs (x.x), abs (x.y), abs (x.z)); } vec4 abs (vec4 x) { return vec4 (abs (x.x), abs (x.y), abs (x.z), abs (x.w)); } // // Returns 1.0 if x > 0, 0.0 if x = 0, or –1.0 if x < 0 // float sign (float x) { return x > 0.0 ? 1.0 : x < 0.0 ? -1.0 : 0.0; } vec2 sign (vec2 x) { return vec2 (sign (x.x), sign (x.y)); } vec3 sign (vec3 x) { return vec3 (sign (x.x), sign (x.y), sign (x.z)); } vec4 sign (vec4 x) { return vec4 (sign (x.x), sign (x.y), sign (x.z), sign (x.w)); } // // Returns a value equal to the nearest integer that is less than or equal to x // // XXX float floor (float x) { return 0.0; } vec2 floor (vec2 x) { return vec2 (floor (x.x), floor (x.y)); } vec3 floor (vec3 x) { return vec3 (floor (x.x), floor (x.y), floor (x.z)); } vec4 floor (vec4 x) { return vec4 (floor (x.x), floor (x.y), floor (x.z), floor (x.w)); } // // Returns a value equal to the nearest integer that is greater than or equal to x // // XXX float ceil (float x) { return 0.0; } vec2 ceil (vec2 x) { return vec2 (ceil (x.x), ceil (x.y)); } vec3 ceil (vec3 x) { return vec3 (ceil (x.x), ceil (x.y), ceil (x.z)); } vec4 ceil (vec4 x) { return vec4 (ceil (x.x), ceil (x.y), ceil (x.z), ceil (x.w)); } // // Returns x – floor (x) // float fract (float x) { return x - floor (x); } vec2 fract (vec2 x) { return vec2 (fract (x.x), fract (x.y)); } vec3 fract (vec3 x) { return vec3 (fract (x.x), fract (x.y), fract (x.z)); } vec4 fract (vec4 x) { return vec4 (fract (x.x), fract (x.y), fract (x.z), fract (x.w)); } // // Modulus. Returns x – y * floor (x/y) // float mod (float x, float y) { return x - y * floor (x / y); } vec2 mod (vec2 x, float y) { return vec2 (mod (x.x, y), mod (x.y, y)); } vec3 mod (vec3 x, float y) { return vec3 (mod (x.x, y), mod (x.y, y), mod (x.z, y)); } vec4 mod (vec4 x, float y) { return vec4 (mod (x.x, y), mod (x.y, y), mod (x.z, y), mod (x.w, y)); } vec2 mod (vec2 x, vec2 y) { return vec2 (mod (x.x, y.x), mod (x.y, y.y)); } vec3 mod (vec3 x, vec3 y) { return vec3 (mod (x.x, y.x), mod (x.y, y.y), mod (x.z, y.z)); } vec4 mod (vec4 x, vec4 y) { return vec4 (mod (x.x, y.x), mod (x.y, y.y), mod (x.z, y.z), mod (x.w, y.w)); } // // Returns y if y < x, otherwise it returns x // float min (float x, float y) { return y < x ? y : x; } vec2 min (vec2 x, float y) { return vec2 (min (x.x, y), min (x.y, y)); } vec3 min (vec3 x, float y) { return vec3 (min (x.x, y), min (x.y, y), min (x.z, y)); } vec4 min (vec4 x, float y) { return vec4 (min (x.x, y), min (x.y, y), min (x.z, y), min (x.w, y)); } vec2 min (vec2 x, vec2 y) { return vec2 (min (x.x, y.x), min (x.y, y.y)); } vec3 min (vec3 x, vec3 y) { return vec3 (min (x.x, y.x), min (x.y, y.y), min (x.z, y.z)); } vec4 min (vec4 x, vec4 y) { return vec4 (min (x.x, y.x), min (x.y, y.y), min (x.z, y.z), min (x.w, y.w)); } // // Returns y if x < y, otherwise it returns x // float max (float x, float y) { return min (y, x); } vec2 max (vec2 x, float y) { return vec2 (max (x.x, y), max (x.y, y)); } vec3 max (vec3 x, float y) { return vec3 (max (x.x, y), max (x.y, y), max (x.z, y)); } vec4 max (vec4 x, float y) { return vec4 (max (x.x, y), max (x.y, y), max (x.z, y), max (x.w, y)); } vec2 max (vec2 x, vec2 y) { return vec2 (max (x.x, y.x), max (x.y, y.y)); } vec3 max (vec3 x, vec3 y) { return vec3 (max (x.x, y.x), max (x.y, y.y), max (x.z, y.z)); } vec4 max (vec4 x, vec4 y) { return vec4 (max (x.x, y.x), max (x.y, y.y), max (x.z, y.z), max (x.w, y.w)); } // // Returns min (max (x, minVal), maxVal) // // Note that colors and depths written by fragment shaders will be clamped by the implementation // after the fragment shader runs. // float clamp (float x, float minVal, float maxVal) { return min (max (x, minVal), maxVal); } vec2 clamp (vec2 x, float minVal, float maxVal) { return vec2 (clamp (x.x, minVal, maxVal), clamp (x.y, minVal, maxVal)); } vec3 clamp (vec3 x, float minVal, float maxVal) { return vec3 (clamp (x.x, minVal, maxVal), clamp (x.y, minVal, maxVal), clamp (x.z, minVal, maxVal)); } vec4 clamp (vec4 x, float minVal, float maxVal) { return vec4 (clamp (x.x, minVal, maxVal), clamp (x.y, minVal, maxVal), clamp (x.z, minVal, maxVal), clamp (x.w, minVal, maxVal)); } vec2 clamp (vec2 x, vec2 minVal, vec2 maxVal) { return vec2 (clamp (x.x, minVal.x, maxVal.x), clamp (x.y, minVal.y, maxVal.y)); } vec3 clamp (vec3 x, vec3 minVal, vec3 maxVal) { return vec3 (clamp (x.x, minVal.x, maxVal.x), clamp (x.y, minVal.y, maxVal.y), clamp (x.z, minVal.z, maxVal.z)); } vec4 clamp (vec4 x, vec4 minVal, vec4 maxVal) { return vec4 (clamp (x.x, minVal.x, maxVal.y), clamp (x.y, minVal.y, maxVal.y), clamp (x.z, minVal.z, maxVal.z), clamp (x.w, minVal.w, maxVal.w)); } // // Returns x * (1 – a) + y * a, i.e., the linear blend of x and y // float mix (float x, float y, float a) { return x * (1.0 - a) + y * a; } vec2 mix (vec2 x, vec2 y, float a) { return vec2 (mix (x.x, y.x, a), mix (x.y, y.y, a)); } vec3 mix (vec3 x, vec3 y, float a) { return vec3 (mix (x.x, y.x, a), mix (x.y, y.y, a), mix (x.z, y.z, a)); } vec4 mix (vec4 x, vec4 y, float a) { return vec4 (mix (x.x, y.x, a), mix (x.y, y.y, a), mix (x.z, y.z, a), mix (x.w, y.w, a)); } vec2 mix (vec2 x, vec2 y, vec2 a) { return vec2 (mix (x.x, y.x, a.x), mix (x.y, y.y, a.y)); } vec3 mix (vec3 x, vec3 y, vec3 a) { return vec3 (mix (x.x, y.x, a.x), mix (x.y, y.y, a.y), mix (x.z, y.z, a.z)); } vec4 mix (vec4 x, vec4 y, vec4 a) { return vec4 (mix (x.x, y.x, a.x), mix (x.y, y.y, a.y), mix (x.z, y.z, a.z), mix (x.w, y.w, a.w)); } // // Returns 0.0 if x < edge, otherwise it returns 1.0 // float step (float edge, float x) { return x < edge ? 0.0 : 1.0; } vec2 step (float edge, vec2 x) { return vec2 (step (edge, x.x), step (edge, x.y)); } vec3 step (float edge, vec3 x) { return vec3 (step (edge, x.x), step (edge, x.y), step (edge, x.z)); } vec4 step (float edge, vec4 x) { return vec4 (step (edge, x.x), step (edge, x.y), step (edge, x.z), step (edge, x.w)); } vec2 step (vec2 edge, vec2 x) { return vec2 (step (edge.x, x.x), step (edge.y, x.y)); } vec3 step (vec3 edge, vec3 x) { return vec3 (step (edge.x, x.x), step (edge.y, x.y), step (edge.z, x.z)); } vec4 step (vec4 edge, vec4 x) { return vec4 (step (edge.x, x.x), step (edge.y, x.y), step (edge.z, x.z), step (edge.w, x.w)); } // // Returns 0.0 if x <= edge0 and 1.0 if x >= edge1 and performs smooth Hermite interpolation // between 0 and 1 when edge0 < x < edge1. This is useful in cases where you would want a threshold // function with a smooth transition. This is equivalent to: // t; // t = clamp ((x – edge0) / (edge1 – edge0), 0, 1); // return t * t * (3 – 2 * t); // float smoothstep (float edge0, float edge1, float x) { const float t = clamp ((x - edge0) / (edge1 - edge0), 0.0, 1.0); return t * t * (3.0 - 2.0 * t); } vec2 smoothstep (float edge0, float edge1, vec2 x) { return vec2 (smoothstep (edge0, edge1, x.x), smoothstep (edge0, edge1, x.y)); } vec3 smoothstep (float edge0, float edge1, vec3 x) { return vec3 (smoothstep (edge0, edge1, x.x), smoothstep (edge0, edge1, x.y), smoothstep (edge0, edge1, x.z)); } vec4 smoothstep (float edge0, float edge1, vec4 x) { return vec4 (smoothstep (edge0, edge1, x.x), smoothstep (edge0, edge1, x.y), smoothstep (edge0, edge1, x.z), smoothstep (edge0, edge1, x.w)); } vec2 smoothstep (vec2 edge0, vec2 edge1, vec2 x) { return vec2 (smoothstep (edge0.x, edge1.x, x.x), smoothstep (edge0.y, edge1.y, x.y)); } vec3 smoothstep (vec3 edge0, vec3 edge1, vec3 x) { return vec3 (smoothstep (edge0.x, edge1.x, x.x), smoothstep (edge0.y, edge1.y, x.y), smoothstep (edge0.z, edge1.z, x.z)); } vec4 smoothstep (vec4 edge0, vec4 edge1, vec4 x) { return vec4 (smoothstep (edge0.x, edge1.x, x.x), smoothstep (edge0.y, edge1.y, x.y), smoothstep (edge0.z, edge1.z, x.z), smoothstep (edge0.w, edge1.w, x.w)); } // // 8.4 Geometric Functions // // These operate on vectors as vectors, not component-wise. // // // Returns the dot product of x and y, i.e., result = x[0] * y[0] + x[1] * y[1] + ... // float dot (float x, float y) { return x * y; } float dot (vec2 x, vec2 y) { return dot (x.x, y.x) + dot (x.y, y.y); } float dot (vec3 x, vec3 y) { return dot (x.x, y.x) + dot (x.y, y.y) + dot (x.z, y.z); } float dot (vec4 x, vec4 y) { return dot (x.x, y.x) + dot (x.y, y.y) + dot (x.z, y.z) + dot (x.w, y.w); } // // Returns the length of vector x, i.e., sqrt (x[0] * x[0] + x[1] * x[1] + ...) // float length (float x) { return sqrt (dot (x, x)); } float length (vec2 x) { return sqrt (dot (x, x)); } float length (vec3 x) { return sqrt (dot (x, x)); } float length (vec4 x) { return sqrt (dot (x, x)); } // // Returns the distance between p0 and p1, i.e. length (p0 – p1) // float distance (float x, float y) { return length (x - y); } float distance (vec2 x, vec2 y) { return length (x - y); } float distance (vec3 x, vec3 y) { return length (x - y); } float distance (vec4 x, vec4 y) { return length (x - y); } // // Returns the cross product of x and y, i.e. // result.0 = x[1] * y[2] - y[1] * x[2] // result.1 = x[2] * y[0] - y[2] * x[0] // result.2 = x[0] * y[1] - y[0] * x[1] // vec3 cross (vec3 x, vec3 y) { return vec3 (x.y * y.z - y.y * x.z, x.z * y.x - y.z * x.x, x.x * y.y - y.x * x.y); } // // Returns a vector in the same direction as x but with a length of 1. // float normalize (float x) { return 1.0; } vec2 normalize (vec2 x) { return x / length (x); } vec3 normalize (vec3 x) { return x / length (x); } vec4 normalize (vec4 x) { return x / length (x); } // // If dot (Nref, I) < 0 return N otherwise return –N // float faceforward (float N, float I, float Nref) { return dot (Nref, I) < 0.0 ? N : -N; } vec2 faceforward (vec2 N, vec2 I, vec2 Nref) { return dot (Nref, I) < 0.0 ? N : -N; } vec3 faceforward (vec3 N, vec3 I, vec3 Nref) { return dot (Nref, I) < 0.0 ? N : -N; } vec4 faceforward (vec4 N, vec4 I, vec4 Nref) { return dot (Nref, I) < 0.0 ? N : -N; } // // For the incident vector I and surface orientation N, returns the reflection direction: // result = I - 2 * dot (N, I) * N // N must already be normalized in order to achieve the desired result. // float reflect (float I, float N) { return I - 2.0 * dot (N, I) * N; } vec2 reflect (vec2 I, vec2 N) { return I - 2.0 * dot (N, I) * N; } vec3 reflect (vec3 I, vec3 N) { return I - 2.0 * dot (N, I) * N; } vec4 reflect (vec4 I, vec4 N) { return I - 2.0 * dot (N, I) * N; } // // For the incident vector I and surface normal N, and the ratio of inidices of refraction eta, // return the refraction vector. The returned result is computed by // // k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I)) // if (k < 0.0) // result = genType (0.0) // else // result = eta * I - (eta * dot (N, I) + sqrt (k)) * N // // The input parameters for the incident vector I and the surface normal N must already be // normalized to get the desired results. // float refract (float I, float N, float eta) { const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I)); if (k < 0.0) return 0.0; return eta * I - (eta * dot (N, I) + sqrt (k)) * N; } vec2 refract (vec2 I, vec2 N, float eta) { const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I)); if (k < 0.0) return vec2 (0.0); return eta * I - (eta * dot (N, I) + sqrt (k)) * N; } vec3 refract (vec3 I, vec3 N, float eta) { const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I)); if (k < 0.0) return vec3 (0.0); return eta * I - (eta * dot (N, I) + sqrt (k)) * N; } vec4 refract (vec4 I, vec4 N, float eta) { const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I)); if (k < 0.0) return vec4 (0.0); return eta * I - (eta * dot (N, I) + sqrt (k)) * N; } // // 8.5 Matrix Functions // // // Multiply matrix x by matrix y component-wise, i.e., result[i][j] is the scalar product // of x[i][j] and y[i][j]. // Note: to get linear algebraic matrix multiplication, use the multiply operator (*). // mat2 matrixCompMult (mat2 x, mat2 y) { return mat2 ( x[0].x * y[0].x, x[0].y * y[0].y, x[1].x * y[1].x, x[1].y * y[1].y ); } mat3 matrixCompMult (mat3 x, mat3 y) { return mat4 ( x[0].x * y[0].x, x[0].y * y[0].y, x[0].z * y[0].z, x[1].x * y[1].x, x[1].y * y[1].y, x[1].z * y[1].z, x[2].x * y[2].x, x[2].y * y[2].y, x[2].z * y[2].z ); } mat4 matrixCompMult (mat4 x, mat4 y) { return mat4 ( x[0].x * y[0].x, x[0].y * y[0].y, x[0].z * y[0].z + x[0].w * y[0].w, x[1].x * y[1].x, x[1].y * y[1].y, x[1].z * y[1].z + x[1].w * y[1].w, x[2].x * y[2].x, x[2].y * y[2].y, x[2].z * y[2].z + x[2].w * y[2].w, x[3].x * y[3].x, x[3].y * y[3].y, x[3].z * y[3].z + x[3].w * y[3].w ); } // // 8.6 Vector Relational Functions // // Relational and equality operators (<, <=, >, >=, ==, !=) are defined (or reserved) to produce // scalar Boolean results. // // // Returns the component-wise compare of x < y. // bvec2 lessThan (vec2 x, vec2 y) { return bvec2 (x.x < y.x, x.y < y.y); } bvec3 lessThan (vec3 x, vec3 y) { return bvec3 (x.x < y.x, x.y < y.y, x.z < y.z); } bvec4 lessThan (vec4 x, vec4 y) { return bvec4 (x.x < y.x, x.y < y.y, x.z < y.z, x.w < y.w); } bvec2 lessThan (ivec2 x, ivec2 y) { return bvec2 (x.x < y.x, x.y < y.y); } bvec3 lessThan (ivec3 x, ivec3 y) { return bvec3 (x.x < y.x, x.y < y.y, x.z < y.z); } bvec4 lessThan (ivec4 x, ivec4 y) { return bvec4 (x.x < y.x, x.y < y.y, x.z < y.z, x.w < y.w); } // // Returns the component-wise compare of x <= y. // bvec2 lessThanEqual (vec2 x, vec2 y) { return bvec2 (x.x <= y.x, x.y <= y.y); } bvec3 lessThanEqual (vec3 x, vec3 y) { return bvec3 (x.x <= y.x, x.y <= y.y, x.z <= y.z); } bvec4 lessThanEqual (vec4 x, vec4 y) { return bvec4 (x.x <= y.x, x.y <= y.y, x.z <= y.z, x.w <= y.w); } bvec2 lessThanEqual (ivec2 x, ivec2 y) { return bvec2 (x.x <= y.x, x.y <= y.y); } bvec3 lessThanEqual (ivec3 x, ivec3 y) { return bvec3 (x.x <= y.x, x.y <= y.y, x.z <= y.z); } bvec4 lessThanEqual (ivec4 x, ivec4 y) { return bvec4 (x.x <= y.x, x.y <= y.y, x.z <= y.z, x.w <= y.w); } // // Returns the component-wise compare of x > y. // bvec2 greaterThan (vec2 x, vec2 y) { return bvec2 (x.x > y.x, x.y > y.y); } bvec3 greaterThan (vec3 x, vec3 y) { return bvec3 (x.x > y.x, x.y > y.y, x.z > y.z); } bvec4 greaterThan (vec4 x, vec4 y) { return bvec4 (x.x > y.x, x.y > y.y, x.z > y.z, x.w > y.w); } bvec2 greaterThan (ivec2 x, ivec2 y) { return bvec2 (x.x > y.x, x.y > y.y); } bvec3 greaterThan (ivec3 x, ivec3 y) { return bvec3 (x.x > y.x, x.y > y.y, x.z > y.z); } bvec4 greaterThan (ivec4 x, ivec4 y) { return bvec4 (x.x > y.x, x.y > y.y, x.z > y.z, x.w > y.w); } // // Returns the component-wise compare of x >= y. // bvec2 greaterThanEqual (vec2 x, vec2 y) { return bvec2 (x.x >= y.x, x.y >= y.y); } bvec3 greaterThanEqual (vec3 x, vec3 y) { return bvec3 (x.x >= y.x, x.y >= y.y, x.z >= y.z); } bvec4 greaterThanEqual (vec4 x, vec4 y) { return bvec4 (x.x >= y.x, x.y >= y.y, x.z >= y.z, x.w >= y.w); } bvec2 greaterThanEqual (ivec2 x, ivec2 y) { return bvec2 (x.x >= y.x, x.y >= y.y); } bvec3 greaterThanEqual (ivec3 x, ivec3 y) { return bvec3 (x.x >= y.x, x.y >= y.y, x.z >= y.z); } bvec4 greaterThanEqual (ivec4 x, ivec4 y) { return bvec4 (x.x >= y.x, x.y >= y.y, x.z >= y.z, x.w >= y.w); } // // Returns the component-wise compare of x == y. // bvec2 equal (vec2 x, vec2 y) { return bvec2 (x.x == y.x, x.y == y.y); } bvec3 equal (vec3 x, vec3 y) { return bvec3 (x.x == y.x, x.y == y.y, x.z == y.z); } bvec4 equal (vec4 x, vec4 y) { return bvec4 (x.x == y.x, x.y == y.y, x.z == y.z, x.w == y.w); } bvec2 equal (ivec2 x, ivec2 y) { return bvec2 (x.x == y.x, x.y == y.y); } bvec3 equal (ivec3 x, ivec3 y) { return bvec3 (x.x == y.x, x.y == y.y, x.z == y.z); } bvec4 equal (ivec4 x, ivec4 y) { return bvec4 (x.x == y.x, x.y == y.y, x.z == y.z, x.w == y.w); } // // Returns the component-wise compare of x != y. // bvec2 notEqual (vec2 x, vec2 y) { return bvec2 (x.x != y.x, x.y != y.y); } bvec3 notEqual (vec3 x, vec3 y) { return bvec3 (x.x != y.x, x.y != y.y, x.z != y.z); } bvec4 notEqual (vec4 x, vec4 y) { return bvec4 (x.x != y.x, x.y != y.y, x.z != y.z, x.w != y.w); } bvec2 notEqual (ivec2 x, ivec2 y) { return bvec2 (x.x != y.x, x.y != y.y); } bvec3 notEqual (ivec3 x, ivec3 y) { return bvec3 (x.x != y.x, x.y != y.y, x.z != y.z); } bvec4 notEqual (ivec4 x, ivec4 y) { return bvec4 (x.x != y.x, x.y != y.y, x.z != y.z, x.w != y.w); } // // Returns true if any component of x is true. // bool any (bvec2 x) { return x.x || x.y; } bool any (bvec3 x) { return x.x || x.y || x.z; } bool any (bvec4 x) { return x.x || x.y || x.z || x.w; } // // Returns true only if all components of x are true. // bool all (bvec2 x) { return x.x && x.y; } bool all (bvec3 x) { return x.x && x.y && x.z; } bool all (bvec4 x) { return x.x && x.y && x.z && x.w; } // // Returns the component-wise logical complement of x. // bvec2 not (bvec2 x) { return bvec2 (!x.x, !x.y); } bvec3 not (bvec3 x) { return bvec3 (!x.x, !x.y, !x.z); } bvec4 not (bvec4 x) { return bvec4 (!x.x, !x.y, !x.z, !x.w); } // // 8.7 Texture Lookup Functions // // Texture lookup functions are available to both vertex and fragment shaders. However, level // of detail is not computed by fixed functionality for vertex shaders, so there are some // differences in operation between vertex and fragment texture lookups. The functions in the table // below provide access to textures through samplers, as set up through the OpenGL API. Texture // properties such as size, pixel format, number of dimensions, filtering method, number of mip-map // levels, depth comparison, and so on are also defined by OpenGL API calls. Such properties are // taken into account as the texture is accessed via the built-in functions defined below. // // If a non-shadow texture call is made to a sampler that represents a depth texture with depth // comparisons turned on, then results are undefined. If a shadow texture call is made to a sampler // that represents a depth texture with depth comparisions turned off, the results are undefined. // If a shadow texture call is made to a sampler that does not represent a depth texture, then // results are undefined. // // In all functions below, the bias parameter is optional for fragment shaders. The bias parameter // is not accepted in a vertex shader. For a fragment shader, if bias is present, it is added to // the calculated level of detail prior to performing the texture access operation. If the bias // parameter is not provided, then the implementation automatically selects level of detail: // For a texture that is not mip-mapped, the texture is used directly. If it is mip-mapped and // running in a fragment shader, the LOD computed by the implementation is used to do the texture // lookup. If it is mip-mapped and running on the vertex shader, then the base texture is used. // // The built-ins suffixed with "Lod" are allowed only in a vertex shader. For the "Lod" functions, // lod is directly used as the level of detail. // // // Use the texture coordinate coord to do a texture lookup in the 1D texture currently bound // to sampler. For the projective ("Proj") versions, the texture coordinate coord.s is divided by // the last component of coord. // // XXX vec4 texture1D (sampler1D sampler, float coord) { return vec4 (0.0); } vec4 texture1DProj (sampler1D sampler, vec2 coord) { return texture1D (sampler, coord.s / coord.t); } vec4 texture1DProj (sampler1D sampler, vec4 coord) { return texture1D (sampler, coord.s / coord.q); } // // Use the texture coordinate coord to do a texture lookup in the 2D texture currently bound // to sampler. For the projective ("Proj") versions, the texture coordinate (coord.s, coord.t) is // divided by the last component of coord. The third component of coord is ignored for the vec4 // coord variant. // // XXX vec4 texture2D (sampler2D sampler, vec2 coord) { return vec4 (0.0); } vec4 texture2DProj (sampler2D sampler, vec3 coord) { return texture2D (sampler, vec2 (coord.s / coord.p, coord.t / coord.p)); } vec4 texture2DProj (sampler2D sampler, vec4 coord) { return texture2D (sampler, vec2 (coord.s / coord.q, coord.t / coord.q)); } // // Use the texture coordinate coord to do a texture lookup in the 3D texture currently bound // to sampler. For the projective ("Proj") versions, the texture coordinate is divided by coord.q. // // XXX vec4 texture3D (sampler3D sampler, vec3 coord) { return vec4 (0.0); } vec4 texture3DProj (sampler3D sampler, vec4 coord) { return texture3D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q)); } // // Use the texture coordinate coord to do a texture lookup in the cube map texture currently bound // to sampler. The direction of coord is used to select which face to do a 2-dimensional texture // lookup in, as described in section 3.8.6 in version 1.4 of the OpenGL specification. // // XXX vec4 textureCube (samplerCube sampler, vec3 coord) { return vec4 (0.0); } // // Use texture coordinate coord to do a depth comparison lookup on the depth texture bound // to sampler, as described in section 3.8.14 of version 1.4 of the OpenGL specification. The 3rd // component of coord (coord.p) is used as the R value. The texture bound to sampler must be a // depth texture, or results are undefined. For the projective ("Proj") version of each built-in, // the texture coordinate is divide by coord.q, giving a depth value R of coord.p/coord.q. The // second component of coord is ignored for the "1D" variants. // // XXX vec4 shadow1D (sampler1DShadow sampler, vec3 coord) { return vec4 (0.0); } // XXX vec4 shadow2D (sampler2DShadow sampler, vec3 coord) { return vec4 (0.0); } vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord) { return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q)); } vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord) { return shadow2D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q)); } // // 8.9 Noise Functions // // Noise functions are available to both fragment and vertex shaders. They are stochastic functions // that can be used to increase visual complexity. Values returned by the following noise functions // give the appearance of randomness, but are not truly random. The noise functions below are // defined to have the following characteristics: // // - The return value(s) are always in the range [-1,1], and cover at least the range [-0.6, 0.6], // with a gaussian-like distribution. // * The return value(s) have an overall average of 0.0 // * They are repeatable, in that a particular input value will always produce the same return value // * They are statistically invariant under rotation (i.e., no matter how the domain is rotated, it // has the same statistical character) // * They have a statistical invariance under translation (i.e., no matter how the domain is // translated, it has the same statistical character) // * They typically give different results under translation. // - The spatial frequency is narrowly concentrated, centered somewhere between 0.5 to 1.0. // // // Returns a 1D noise value based on the input value x. // // XXX float noise1 (float x) { return 0.0; } // XXX float noise1 (vec2 x) { return 0.0; } // XXX float noise1 (vec3 x) { return 0.0; } // XXX float noise1 (vec4 x) { return 0.0; } // // Returns a 2D noise value based on the input value x. // // XXX vec2 noise2 (float x) { return vec2 (0.0); } // XXX vec2 noise2 (vec2 x) { return vec2 (0.0); } // XXX vec2 noise2 (vec3 x) { return vec2 (0.0); } // XXX vec2 noise2 (vec4 x) { return vec2 (0.0); } // // Returns a 3D noise value based on the input value x. // // XXX vec3 noise3 (float x) { return vec3 (0.0); } // XXX vec3 noise3 (vec2 x) { return vec3 (0.0); } // XXX vec3 noise3 (vec3 x) { return vec3 (0.0); } // XXX vec3 noise3 (vec4 x) { return vec3 (0.0); } // // Returns a 4D noise value based on the input value x. // // XXX vec4 noise4 (float x) { return vec4 (0.0); } // XXX vec4 noise4 (vec2 x) { return vec4 (0.0); } // XXX vec4 noise4 (vec3 x) { return vec4 (0.0); } // XXX vec4 noise4 (vec4 x) { return vec4 (0.0); }