diff options
author | Michal Krol <[email protected]> | 2006-02-21 12:35:06 +0000 |
---|---|---|
committer | Michal Krol <[email protected]> | 2006-02-21 12:35:06 +0000 |
commit | cc1591667d55a6dbfafbd3d6a7afa9f9288c625d (patch) | |
tree | a3ef92d3a8667e830c94db9441089dbadb45e31a /src/mesa/shader/slang/library/slang_vertex_builtin.gc | |
parent | 8986e36f368d11bcf3f1938d77b5df69aa2ee11b (diff) |
More GLSL code:
- uniforms (only GetLocation, Uniform1f and Uniform4fv for now for demos);
- fix bugs and optimize array size handling;
- 2D texture sampling (needs Enable(TEXTURE_2D) to work);
- decrease built-in library assembly size by 30%.
Diffstat (limited to 'src/mesa/shader/slang/library/slang_vertex_builtin.gc')
-rwxr-xr-x | src/mesa/shader/slang/library/slang_vertex_builtin.gc | 40 |
1 files changed, 11 insertions, 29 deletions
diff --git a/src/mesa/shader/slang/library/slang_vertex_builtin.gc b/src/mesa/shader/slang/library/slang_vertex_builtin.gc index ae3e071a2ea..2b5953a0323 100755 --- a/src/mesa/shader/slang/library/slang_vertex_builtin.gc +++ b/src/mesa/shader/slang/library/slang_vertex_builtin.gc @@ -48,7 +48,7 @@ vec4 ftransform () { // vec4 texture1DLod (sampler1D sampler, float coord, float lod) {
- // XXX: + // XXX: return vec4 (0.0); }
@@ -61,64 +61,46 @@ vec4 texture1DProjLod (sampler1D sampler, vec4 coord, float lod) { } vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod) {
- // XXX: + // XXX: return vec4 (0.0); }
vec4 texture2DProjLod (sampler2D sampler, vec3 coord, float lod) {
- vec2 u;
- u.s = coord.s / coord.p;
- u.t = coord.t / coord.p; - return texture2DLod (sampler, u, lod); + return texture2DLod (sampler, vec2 (coord.s / coord.p, coord.t / coord.p), lod); }
vec4 texture2DProjLod (sampler2D sampler, vec4 coord, float lod) {
- vec2 u;
- u.s = coord.s / coord.q;
- u.t = coord.t / coord.q; - return texture2DLod (sampler, u, lod); + return texture2DLod (sampler, vec2 (coord.s / coord.q, coord.t / coord.q), lod); } vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod) {
- // XXX: + // XXX: return vec4 (0.0); } vec4 texture3DProjLod (sampler3D sampler, vec4 coord, float lod) {
- vec3 u;
- u.s = coord.s / coord.q;
- u.t = coord.t / coord.q;
- u.p = coord.p / coord.q; - return texture3DLod (sampler, u, lod); + return texture3DLod (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q), lod); } vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod) {
- // XXX: + // XXX: return vec4 (0.0); } vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod) {
- // XXX: + // XXX: return vec4 (0.0); } vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod) {
- // XXX: + // XXX: return vec4 (0.0); }
vec4 shadow1DProjLod (sampler1DShadow sampler, vec4 coord, float lod) {
- vec3 u;
- u.s = coord.s / coord.q;
- u.t = 0.0;
- u.p = coord.p / coord.q; - return shadow1DLod (sampler, u, lod); + return shadow1DLod (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), lod); }
vec4 shadow2DProjLod (sampler2DShadow sampler, vec4 coord, float lod) {
- vec3 u;
- u.s = coord.s / coord.q;
- u.t = coord.t / coord.q;
- u.p = coord.p / coord.q; - return shadow2DLod (sampler, u, lod); + return shadow2DLod (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q), lod); } |