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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_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_Vertex * gl_ModelViewProjectionMatrixTranspose;
}
//
// 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_texb1d __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_texb1d __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_texb1d __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_texb2d __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_texb2d __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_texb2d __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_texb3d __retVal, sampler, coord4;
}
vec4 texture3DProjLod(const sampler3D sampler, const vec4 coord, const float lod)
{
// do projection here (there's no vec4_texbp3d instruction)
vec4 pcoord;
pcoord.xyz = coord.xyz / coord.w;
pcoord.w = lod;
__asm vec4_texb3d __retVal, sampler, pcoord;
}
vec4 textureCubeLod(const samplerCube sampler, const vec3 coord, const float lod)
{
vec4 coord4;
coord4.xyz = coord;
coord4.w = lod;
__asm vec4_texcube __retVal, sampler, coord4;
}
vec4 shadow1DLod(const sampler1DShadow sampler, const vec3 coord, const float lod)
{
vec4 coord4;
coord4.xyz = coord;
coord4.w = lod;
__asm vec4_texb1d __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_texb1d __retVal, sampler, pcoord;
}
vec4 shadow2DLod(const sampler2DShadow sampler, const vec3 coord, const float lod)
{
vec4 coord4;
coord4.xyz = coord;
coord4.w = lod;
__asm vec4_texb2d __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_texb2d __retVal, sampler, pcoord;
}
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