/* * Mesa 3-D graphics library * Version: 6.5 * * Copyright (C) 2006 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ // // From Shader Spec, ver. 1.10, rev. 59 // __fixed_output vec4 gl_Position; __fixed_output float gl_PointSize; __fixed_output vec4 gl_ClipVertex; attribute vec4 gl_Color; attribute vec4 gl_SecondaryColor; attribute vec3 gl_Normal; attribute vec4 gl_Vertex; attribute vec4 gl_MultiTexCoord0; attribute vec4 gl_MultiTexCoord1; attribute vec4 gl_MultiTexCoord2; attribute vec4 gl_MultiTexCoord3; attribute vec4 gl_MultiTexCoord4; attribute vec4 gl_MultiTexCoord5; attribute vec4 gl_MultiTexCoord6; attribute vec4 gl_MultiTexCoord7; attribute float gl_FogCoord; varying vec4 gl_FrontColor; varying vec4 gl_BackColor; varying vec4 gl_FrontSecondaryColor; varying vec4 gl_BackSecondaryColor; varying vec4 gl_TexCoord[gl_MaxTextureCoords]; varying float gl_FogFragCoord; // // Geometric Functions // vec4 ftransform() { __retVal = gl_ModelViewProjectionMatrix[0] * gl_Vertex.xxxx + gl_ModelViewProjectionMatrix[1] * gl_Vertex.yyyy + gl_ModelViewProjectionMatrix[2] * gl_Vertex.zzzz + gl_ModelViewProjectionMatrix[3] * gl_Vertex.wwww; } // // 8.7 Texture Lookup Functions // These are pretty much identical to the ones in slang_fragment_builtin.gc // When used in a vertex program, the texture sample instructions should not // be using a LOD term so it's effectively zero. Adding 'lod' to that does // what we want. // vec4 texture1DLod(const sampler1D sampler, const float coord, const float lod) { vec4 coord4; coord4.x = coord; coord4.w = lod; __asm vec4_tex_1d_bias __retVal, sampler, coord4; } vec4 texture1DProjLod(const sampler1D sampler, const vec2 coord, const float lod) { vec4 pcoord; pcoord.x = coord.x / coord.y; pcoord.w = lod; __asm vec4_tex_1d_bias __retVal, sampler, pcoord; } vec4 texture1DProjLod(const sampler1D sampler, const vec4 coord, const float lod) { vec4 pcoord; pcoord.x = coord.x / coord.z; pcoord.w = lod; __asm vec4_tex_1d_bias __retVal, sampler, pcoord; } vec4 texture2DLod(const sampler2D sampler, const vec2 coord, const float lod) { vec4 coord4; coord4.xy = coord.xy; coord4.w = lod; __asm vec4_tex_2d_bias __retVal, sampler, coord4; } vec4 texture2DProjLod(const sampler2D sampler, const vec3 coord, const float lod) { vec4 pcoord; pcoord.xy = coord.xy / coord.z; pcoord.w = lod; __asm vec4_tex_2d_bias __retVal, sampler, pcoord; } vec4 texture2DProjLod(const sampler2D sampler, const vec4 coord, const float lod) { vec4 pcoord; pcoord.xy = coord.xy / coord.z; pcoord.w = lod; __asm vec4_tex_2d_bias __retVal, sampler, pcoord; } vec4 texture3DLod(const sampler3D sampler, const vec3 coord, const float lod) { vec4 coord4; coord4.xyz = coord.xyz; coord4.w = lod; __asm vec4_tex_3d_bias __retVal, sampler, coord4; } vec4 texture3DProjLod(const sampler3D sampler, const vec4 coord, const float lod) { // do projection here (there's no vec4_tex_3d_bias_proj instruction) vec4 pcoord; pcoord.xyz = coord.xyz / coord.w; pcoord.w = lod; __asm vec4_tex_3d_bias __retVal, sampler, pcoord; } vec4 textureCubeLod(const samplerCube sampler, const vec3 coord, const float lod) { vec4 coord4; coord4.xyz = coord; coord4.w = lod; __asm vec4_tex_cube __retVal, sampler, coord4; } vec4 shadow1DLod(const sampler1DShadow sampler, const vec3 coord, const float lod) { vec4 coord4; coord4.xyz = coord; coord4.w = lod; __asm vec4_tex_1d_bias_shadow __retVal, sampler, coord4; } vec4 shadow1DProjLod(const sampler1DShadow sampler, const vec4 coord, const float lod) { vec4 pcoord; pcoord.x = coord.x / coord.w; pcoord.z = coord.z; pcoord.w = lod; __asm vec4_tex_1d_bias_shadow __retVal, sampler, pcoord; } vec4 shadow2DLod(const sampler2DShadow sampler, const vec3 coord, const float lod) { vec4 coord4; coord4.xyz = coord; coord4.w = lod; __asm vec4_tex_2d_bias_shadow __retVal, sampler, coord4; } vec4 shadow2DProjLod(const sampler2DShadow sampler, const vec4 coord, const float lod) { vec4 pcoord; pcoord.xy = coord.xy / coord.w; pcoord.z = coord.z; pcoord.w = lod; __asm vec4_tex_2d_bias_shadow __retVal, sampler, pcoord; }