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+/*
+ * 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_input vec4 gl_FragCoord;
+__fixed_input bool gl_FrontFacing;
+__fixed_output vec4 gl_FragColor;
+__fixed_output vec4 gl_FragData[gl_MaxDrawBuffers];
+__fixed_output float gl_FragDepth;
+
+varying vec4 gl_Color;
+varying vec4 gl_SecondaryColor;
+varying vec4 gl_TexCoord[gl_MaxTextureCoords];
+varying float gl_FogFragCoord;
+
+
+
+//// 8.7 Texture Lookup Functions (with bias)
+
+vec4 texture1D(const sampler1D sampler, const float coord, const float bias)
+{
+ vec4 coord4;
+ coord4.x = coord;
+ coord4.w = bias;
+ __asm vec4_tex_1d_bias __retVal, sampler, coord4;
+}
+
+vec4 texture1DProj(const sampler1D sampler, const vec2 coord, const float bias)
+{
+ // do projection here (there's no vec4_texbp1d instruction)
+ vec4 pcoord;
+ pcoord.x = coord.x / coord.y;
+ pcoord.w = bias;
+ __asm vec4_tex_1d_bias __retVal, sampler, pcoord;
+}
+
+vec4 texture1DProj(const sampler1D sampler, const vec4 coord, const float bias)
+{
+ // do projection here (there's no vec4_texbp1d instruction)
+ vec4 pcoord;
+ pcoord.x = coord.x / coord.z;
+ pcoord.w = bias;
+ __asm vec4_tex_1d_bias __retVal, sampler, pcoord;
+}
+
+
+
+
+vec4 texture2D(const sampler2D sampler, const vec2 coord, const float bias)
+{
+ vec4 coord4;
+ coord4.xy = coord.xy;
+ coord4.w = bias;
+ __asm vec4_tex_2d_bias __retVal, sampler, coord4;
+}
+
+vec4 texture2DProj(const sampler2D sampler, const vec3 coord, const float bias)
+{
+ // do projection here (there's no vec4_texbp2d instruction)
+ vec4 pcoord;
+ pcoord.xy = coord.xy / coord.z;
+ pcoord.w = bias;
+ __asm vec4_tex_2d_bias __retVal, sampler, pcoord;
+}
+
+vec4 texture2DProj(const sampler2D sampler, const vec4 coord, const float bias)
+{
+ // do projection here (there's no vec4_texbp2d instruction)
+ vec4 pcoord;
+ pcoord.xy = coord.xy / coord.w;
+ pcoord.w = bias;
+ __asm vec4_tex_2d_bias __retVal, sampler, pcoord;
+}
+
+
+
+
+vec4 texture3D(const sampler3D sampler, const vec3 coord, const float bias)
+{
+ vec4 coord4;
+ coord4.xyz = coord.xyz;
+ coord4.w = bias;
+ __asm vec4_tex_3d_bias __retVal, sampler, coord4;
+}
+
+vec4 texture3DProj(const sampler3D sampler, const vec4 coord, const float bias)
+{
+ // do projection here (there's no vec4_texbp3d instruction)
+ vec4 pcoord;
+ pcoord.xyz = coord.xyz / coord.w;
+ pcoord.w = bias;
+ __asm vec4_tex_3d_bias __retVal, sampler, pcoord;
+}
+
+
+
+
+vec4 textureCube(const samplerCube sampler, const vec3 coord, const float bias)
+{
+ vec4 coord4;
+ coord4.xyz = coord;
+ coord4.w = bias;
+ __asm vec4_tex_cube __retVal, sampler, coord4;
+}
+
+
+
+vec4 shadow1D(const sampler1DShadow sampler, const vec3 coord, const float bias)
+{
+ vec4 coord4;
+ coord4.xyz = coord;
+ coord4.w = bias;
+ __asm vec4_tex_1d_bias_shadow __retVal, sampler, coord4;
+}
+
+vec4 shadow1DProj(const sampler1DShadow sampler, const vec4 coord, const float bias)
+{
+ vec4 pcoord;
+ pcoord.x = coord.x / coord.w;
+ pcoord.z = coord.z;
+ pcoord.w = bias;
+ __asm vec4_tex_1d_bias_shadow __retVal, sampler, pcoord;
+}
+
+vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord, const float bias)
+{
+ vec4 coord4;
+ coord4.xyz = coord;
+ coord4.w = bias;
+ __asm vec4_tex_2d_bias_shadow __retVal, sampler, coord4;
+}
+
+vec4 shadow2DProj(const sampler2DShadow sampler, const vec4 coord, const float bias)
+{
+ vec4 pcoord;
+ pcoord.xy = coord.xy / coord.w;
+ pcoord.z = coord.z;
+ pcoord.w = bias;
+ __asm vec4_tex_2d_bias_shadow __retVal, sampler, pcoord;
+}
+
+
+
+//// GL_EXT_texture_array
+
+vec4 texture1DArray(const sampler1DArray sampler, const vec2 coord)
+{
+ vec4 coord4;
+ coord4.xy = coord;
+ __asm vec4_tex_1d_array __retVal, sampler, coord4;
+}
+
+vec4 texture1DArray(const sampler1DArray sampler, const vec2 coord, const float bias)
+{
+ vec4 coord4;
+ coord4.xy = coord;
+ coord4.w = bias;
+ __asm vec4_tex_1d_array_bias __retVal, sampler, coord4;
+}
+
+vec4 texure2DArray(const sampler2DArray sampler, const vec3 coord)
+{
+ vec4 coord4;
+ coord4.xyz = coord;
+ __asm vec4_tex_2d_array __retVal, sampler, coord4;
+}
+
+vec4 texture2DArray(const sampler2DArray sampler, const vec3 coord, const float bias)
+{
+ vec4 coord4;
+ coord4.xyz = coord;
+ coord4.w = bias;
+ __asm vec4_tex_2d_array_bias __retVal, sampler, coord4;
+}
+
+vec4 shadow1DArray(const sampler1DArrayShadow sampler, const vec2 coord)
+{
+ vec4 coord4;
+ coord4.xy = coord;
+ __asm vec4_tex_1d_array_shadow __retVal, sampler, coord4;
+}
+
+vec4 shadow1DArray(const sampler1DArrayShadow sampler, const vec2 coord, const float bias)
+{
+ vec4 coord4;
+ coord4.xy = coord;
+ coord4.w = bias;
+ __asm vec4_tex_1d_array_bias_shadow __retVal, sampler, coord4;
+}
+
+vec4 shadow2DArray(const sampler2DArrayShadow sampler, const vec3 coord)
+{
+ vec4 coord4;
+ coord4.xyz = coord;
+ __asm vec4_tex_2d_array_shadow __retVal, sampler, coord4;
+}
+
+vec4 shadow2DArray(const sampler2DArrayShadow sampler, const vec3 coord, const float bias)
+{
+ vec4 coord4;
+ coord4.xyz = coord;
+ coord4.w = bias;
+ __asm vec4_tex_2d_array_bias_shadow __retVal, sampler, coord4;
+}
+
+
+
+//
+// 8.8 Fragment Processing Functions
+//
+
+float dFdx(const float p)
+{
+ __asm vec4_ddx __retVal.x, p.xxxx;
+}
+
+vec2 dFdx(const vec2 p)
+{
+ __asm vec4_ddx __retVal.xy, p.xyyy;
+}
+
+vec3 dFdx(const vec3 p)
+{
+ __asm vec4_ddx __retVal.xyz, p.xyzz;
+}
+
+vec4 dFdx(const vec4 p)
+{
+ __asm vec4_ddx __retVal, p;
+}
+
+float dFdy(const float p)
+{
+ __asm vec4_ddy __retVal.x, p.xxxx;
+}
+
+vec2 dFdy(const vec2 p)
+{
+ __asm vec4_ddy __retVal.xy, p.xyyy;
+}
+
+vec3 dFdy(const vec3 p)
+{
+ __asm vec4_ddy __retVal.xyz, p.xyzz;
+}
+
+vec4 dFdy(const vec4 p)
+{
+ __asm vec4_ddy __retVal, p;
+}
+
+float fwidth (const float p)
+{
+ // XXX hand-write with __asm
+ return abs(dFdx(p)) + abs(dFdy(p));
+}
+
+vec2 fwidth(const vec2 p)
+{
+ // XXX hand-write with __asm
+ return abs(dFdx(p)) + abs(dFdy(p));
+}
+
+vec3 fwidth(const vec3 p)
+{
+ // XXX hand-write with __asm
+ return abs(dFdx(p)) + abs(dFdy(p));
+}
+
+vec4 fwidth(const vec4 p)
+{
+ // XXX hand-write with __asm
+ return abs(dFdx(p)) + abs(dFdy(p));
+}
+