blob: 561e94f6babe8f22550a80ff8dadc9be151c19a4 [file] [log] [blame]
/*
* 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
//
//bp: XXX these will probably go away since the value needs to be
//determined at runtime and may vary from one GLcontext to another...
const int gl_MaxLights = 8;
const int gl_MaxClipPlanes = 6;
const int gl_MaxTextureUnits = 8;
const int gl_MaxTextureCoords = 8;
const int gl_MaxVertexAttribs = 16;
const int gl_MaxVertexUniformComponents = 512;
const int gl_MaxVaryingFloats = 32;
const int gl_MaxVertexTextureImageUnits = 0;
const int gl_MaxCombinedTextureImageUnits = 2;
const int gl_MaxTextureImageUnits = 2;
const int gl_MaxFragmentUniformComponents = 64;
const int gl_MaxDrawBuffers = 1;
uniform mat4 gl_ModelViewMatrix;
uniform mat4 gl_ProjectionMatrix;
uniform mat4 gl_ModelViewProjectionMatrix;
uniform mat4 gl_TextureMatrix[gl_MaxTextureCoords];
uniform mat3 gl_NormalMatrix;
uniform mat3 __NormalMatrixTranspose; // Mesa only
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];
uniform float gl_NormalScale;
struct gl_DepthRangeParameters {
float near;
float far;
float diff;
};
uniform gl_DepthRangeParameters gl_DepthRange;
uniform vec4 gl_ClipPlane[gl_MaxClipPlanes];
struct gl_PointParameters {
float size;
float sizeMin;
float sizeMax;
float fadeThresholdSize;
float distanceConstantAttenuation;
float distanceLinearAttenuation;
float distanceQuadraticAttenuation;
};
uniform gl_PointParameters gl_Point;
struct gl_MaterialParameters {
vec4 emission;
vec4 ambient;
vec4 diffuse;
vec4 specular;
float shininess;
};
uniform gl_MaterialParameters gl_FrontMaterial;
uniform gl_MaterialParameters gl_BackMaterial;
struct gl_LightSourceParameters {
vec4 ambient;
vec4 diffuse;
vec4 specular;
vec4 position;
vec4 halfVector;
vec3 spotDirection;
float spotExponent;
float spotCutoff;
float spotCosCutoff;
float constantAttenuation;
float linearAttenuation;
float quadraticAttenuation;
};
uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights];
struct gl_LightModelParameters {
vec4 ambient;
};
uniform gl_LightModelParameters gl_LightModel;
struct gl_LightModelProducts {
vec4 sceneColor;
};
uniform gl_LightModelProducts gl_FrontLightModelProduct;
uniform gl_LightModelProducts gl_BackLightModelProduct;
struct gl_LightProducts {
vec4 ambient;
vec4 diffuse;
vec4 specular;
};
uniform gl_LightProducts gl_FrontLightProduct[gl_MaxLights];
uniform gl_LightProducts gl_BackLightProduct[gl_MaxLights];
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];
struct gl_FogParameters {
vec4 color;
float density;
float start;
float end;
float scale;
};
uniform gl_FogParameters gl_Fog;
//
// 8.1 Angle and Trigonometry Functions
//
//// radians
float radians(const float deg)
{
const float c = 3.1415926 / 180.0;
__asm vec4_multiply __retVal, deg, c;
}
vec2 radians(const vec2 deg)
{
const float c = 3.1415926 / 180.0;
__asm vec4_multiply __retVal.xy, deg.xy, c.xx;
}
vec3 radians(const vec3 deg)
{
const float c = 3.1415926 / 180.0;
__asm vec4_multiply __retVal.xyz, deg.xyz, c.xxx;
}
vec4 radians(const vec4 deg)
{
const float c = 3.1415926 / 180.0;
__asm vec4_multiply __retVal, deg, c.xxxx;
}
//// degrees
float degrees(const float rad)
{
const float c = 180.0 / 3.1415926;
__asm vec4_multiply __retVal, rad, c;
}
vec2 degrees(const vec2 rad)
{
const float c = 180.0 / 3.1415926;
__asm vec4_multiply __retVal.xy, rad.xy, c.xx;
}
vec3 degrees(const vec3 rad)
{
const float c = 180.0 / 3.1415926;
__asm vec4_multiply __retVal.xyz, rad.xyz, c.xxx;
}
vec4 degrees(const vec4 rad)
{
const float c = 180.0 / 3.1415926;
__asm vec4_multiply __retVal, rad, c.xxxx;
}
//// sin
float sin(const float radians)
{
__asm float_sine __retVal, radians;
}
vec2 sin(const vec2 radians)
{
__asm float_sine __retVal.x, radians.x;
__asm float_sine __retVal.y, radians.y;
}
vec3 sin(const vec3 radians)
{
__asm float_sine __retVal.x, radians.x;
__asm float_sine __retVal.y, radians.y;
__asm float_sine __retVal.z, radians.z;
}
vec4 sin(const vec4 radians)
{
__asm float_sine __retVal.x, radians.x;
__asm float_sine __retVal.y, radians.y;
__asm float_sine __retVal.z, radians.z;
__asm float_sine __retVal.w, radians.w;
}
//// cos
float cos(const float radians)
{
__asm float_cosine __retVal, radians;
}
vec2 cos(const vec2 radians)
{
__asm float_cosine __retVal.x, radians.x;
__asm float_cosine __retVal.y, radians.y;
}
vec3 cos(const vec3 radians)
{
__asm float_cosine __retVal.x, radians.x;
__asm float_cosine __retVal.y, radians.y;
__asm float_cosine __retVal.z, radians.z;
}
vec4 cos(const vec4 radians)
{
__asm float_cosine __retVal.x, radians.x;
__asm float_cosine __retVal.y, radians.y;
__asm float_cosine __retVal.z, radians.z;
__asm float_cosine __retVal.w, radians.w;
}
//// tan
float tan(const float angle)
{
const float s = sin(angle);
const float c = cos(angle);
return s / c;
}
vec2 tan(const vec2 angle)
{
const vec2 s = sin(angle);
const vec2 c = cos(angle);
return s / c;
}
vec3 tan(const vec3 angle)
{
const vec3 s = sin(angle);
const vec3 c = cos(angle);
return s / c;
}
vec4 tan(const vec4 angle)
{
const vec4 s = sin(angle);
const vec4 c = cos(angle);
return s / c;
}
float asin(const float x)
{
const float a0 = 1.5707288; // PI/2?
const float a1 = -0.2121144;
const float a2 = 0.0742610;
//const float a3 = -0.0187293;
const float halfPi = 3.1415926 * 0.5;
const float y = abs(x);
// three terms seem to be enough:
__retVal = (halfPi - sqrt(1.0 - y) * (a0 + y * (a1 + a2 * y))) * sign(x);
// otherwise, try four:
//__retVal = (halfPi - sqrt(1.0 - y) * (a0 + y * (a1 + y * (a2 + y * a3)))) * sign(x);
}
vec2 asin(const vec2 v)
{
__retVal.x = asin(v.x);
__retVal.y = asin(v.y);
}
vec3 asin(const vec3 v)
{
__retVal.x = asin(v.x);
__retVal.y = asin(v.y);
__retVal.z = asin(v.z);
}
vec4 asin(const vec4 v)
{
__retVal.x = asin(v.x);
__retVal.y = asin(v.y);
__retVal.z = asin(v.z);
__retVal.w = asin(v.w);
}
float acos(const float x)
{
const float halfPi = 3.1415926 * 0.5;
__retVal = halfPi - asin(x);
}
vec2 acos(const vec2 v)
{
__retVal.x = acos(v.x);
__retVal.y = acos(v.y);
}
vec3 acos(const vec3 v)
{
__retVal.x = acos(v.x);
__retVal.y = acos(v.y);
__retVal.z = acos(v.z);
}
vec4 acos(const vec4 v)
{
__retVal.x = acos(v.x);
__retVal.y = acos(v.y);
__retVal.z = acos(v.z);
__retVal.w = acos(v.w);
}
float atan(const float x)
{
__retVal = asin(x * inversesqrt(x * x + 1.0));
}
vec2 atan(const vec2 y_over_x)
{
__retVal.x = atan(y_over_x.x);
__retVal.y = atan(y_over_x.y);
}
vec3 atan(const vec3 y_over_x)
{
__retVal.x = atan(y_over_x.x);
__retVal.y = atan(y_over_x.y);
__retVal.z = atan(y_over_x.z);
}
vec4 atan(const vec4 y_over_x)
{
__retVal.x = atan(y_over_x.x);
__retVal.y = atan(y_over_x.y);
__retVal.z = atan(y_over_x.z);
__retVal.w = atan(y_over_x.w);
}
float atan(const float y, const float x)
{
float r;
if (abs(x) > 1.0e-4) {
r = atan(y / x);
if (x < 0.0) {
r = r + sign(y) * 3.141593;
}
}
else {
r = sign(y) * 1.5707965; // pi/2
}
return r;
}
vec2 atan(const vec2 u, const vec2 v)
{
__retVal.x = atan(u.x, v.x);
__retVal.y = atan(u.y, v.y);
}
vec3 atan(const vec3 u, const vec3 v)
{
__retVal.x = atan(u.x, v.x);
__retVal.y = atan(u.y, v.y);
__retVal.z = atan(u.z, v.z);
}
vec4 atan(const vec4 u, const vec4 v)
{
__retVal.x = atan(u.x, v.x);
__retVal.y = atan(u.y, v.y);
__retVal.z = atan(u.z, v.z);
__retVal.w = atan(u.w, v.w);
}
//
// 8.2 Exponential Functions
//
//// pow
float pow(const float a, const float b)
{
__asm float_power __retVal, a, b;
}
vec2 pow(const vec2 a, const vec2 b)
{
__asm float_power __retVal.x, a.x, b.x;
__asm float_power __retVal.y, a.y, b.y;
}
vec3 pow(const vec3 a, const vec3 b)
{
__asm float_power __retVal.x, a.x, b.x;
__asm float_power __retVal.y, a.y, b.y;
__asm float_power __retVal.z, a.z, b.z;
}
vec4 pow(const vec4 a, const vec4 b)
{
__asm float_power __retVal.x, a.x, b.x;
__asm float_power __retVal.y, a.y, b.y;
__asm float_power __retVal.z, a.z, b.z;
__asm float_power __retVal.w, a.w, b.w;
}
//// exp
float exp(const float a)
{
// NOTE: log2(e) = 1.44269502
float t = a * 1.44269502;
__asm float_exp2 __retVal, t;
}
vec2 exp(const vec2 a)
{
vec2 t = a * 1.44269502;
__asm float_exp2 __retVal.x, t.x;
__asm float_exp2 __retVal.y, t.y;
}
vec3 exp(const vec3 a)
{
vec3 t = a * 1.44269502;
__asm float_exp2 __retVal.x, t.x;
__asm float_exp2 __retVal.y, t.y;
__asm float_exp2 __retVal.z, t.z;
}
vec4 exp(const vec4 a)
{
vec4 t = a * 1.44269502;
__asm float_exp2 __retVal.x, t.x;
__asm float_exp2 __retVal.y, t.y;
__asm float_exp2 __retVal.z, t.z;
__asm float_exp2 __retVal.w, t.w;
}
//// log2
float log2(const float x)
{
__asm float_log2 __retVal, x;
}
vec2 log2(const vec2 v)
{
__asm float_log2 __retVal.x, v.x;
__asm float_log2 __retVal.y, v.y;
}
vec3 log2(const vec3 v)
{
__asm float_log2 __retVal.x, v.x;
__asm float_log2 __retVal.y, v.y;
__asm float_log2 __retVal.z, v.z;
}
vec4 log2(const vec4 v)
{
__asm float_log2 __retVal.x, v.x;
__asm float_log2 __retVal.y, v.y;
__asm float_log2 __retVal.z, v.z;
__asm float_log2 __retVal.w, v.w;
}
//// log (natural log)
float log(const float x)
{
// note: logBaseB(x) = logBaseN(x) / logBaseN(B)
// compute log(x) = log2(x) / log2(e)
// c = 1.0 / log2(e) = 0.693147181
const float c = 0.693147181;
return log2(x) * c;
}
vec2 log(const vec2 v)
{
const float c = 0.693147181;
return log2(v) * c;
}
vec3 log(const vec3 v)
{
const float c = 0.693147181;
return log2(v) * c;
}
vec4 log(const vec4 v)
{
const float c = 0.693147181;
return log2(v) * c;
}
//// exp2
float exp2(const float a)
{
__asm float_exp2 __retVal, a;
}
vec2 exp2(const vec2 a)
{
__asm float_exp2 __retVal.x, a.x;
__asm float_exp2 __retVal.y, a.y;
}
vec3 exp2(const vec3 a)
{
__asm float_exp2 __retVal.x, a.x;
__asm float_exp2 __retVal.y, a.y;
__asm float_exp2 __retVal.z, a.z;
}
vec4 exp2(const vec4 a)
{
__asm float_exp2 __retVal.x, a.x;
__asm float_exp2 __retVal.y, a.y;
__asm float_exp2 __retVal.z, a.z;
__asm float_exp2 __retVal.w, a.w;
}
//// sqrt
float sqrt(const float x)
{
float r;
__asm float_rsq r, x;
__asm float_rcp __retVal, r;
}
vec2 sqrt(const vec2 v)
{
float r;
__asm float_rsq r, v.x;
__asm float_rcp __retVal.x, r;
__asm float_rsq r, v.y;
__asm float_rcp __retVal.y, r;
}
vec3 sqrt(const vec3 v)
{
float r;
__asm float_rsq r, v.x;
__asm float_rcp __retVal.x, r;
__asm float_rsq r, v.y;
__asm float_rcp __retVal.y, r;
__asm float_rsq r, v.z;
__asm float_rcp __retVal.z, r;
}
vec4 sqrt(const vec4 v)
{
float r;
__asm float_rsq r, v.x;
__asm float_rcp __retVal.x, r;
__asm float_rsq r, v.y;
__asm float_rcp __retVal.y, r;
__asm float_rsq r, v.z;
__asm float_rcp __retVal.z, r;
__asm float_rsq r, v.w;
__asm float_rcp __retVal.w, r;
}
//// inversesqrt
float inversesqrt(const float x)
{
__asm float_rsq __retVal.x, x;
}
vec2 inversesqrt(const vec2 v)
{
__asm float_rsq __retVal.x, v.x;
__asm float_rsq __retVal.y, v.y;
}
vec3 inversesqrt(const vec3 v)
{
__asm float_rsq __retVal.x, v.x;
__asm float_rsq __retVal.y, v.y;
__asm float_rsq __retVal.z, v.z;
}
vec4 inversesqrt(const vec4 v)
{
__asm float_rsq __retVal.x, v.x;
__asm float_rsq __retVal.y, v.y;
__asm float_rsq __retVal.z, v.z;
__asm float_rsq __retVal.w, v.w;
}
//// normalize
float normalize(const float x)
{
__retVal = 1.0;
}
vec2 normalize(const vec2 v)
{
const float s = inversesqrt(dot(v, v));
__asm vec4_multiply __retVal.xy, v, s;
}
vec3 normalize(const vec3 v)
{
// const float s = inversesqrt(dot(v, v));
// __retVal = v * s;
// XXX note, we _could_ use __retVal.w instead of tmp and and save a
// register, but that's actually a compilation error because v is a vec3
// and the .w suffix is illegal. Oh well.
float tmp;
__asm vec3_dot tmp, v, v;
__asm float_rsq tmp, tmp;
__asm vec4_multiply __retVal.xyz, v, tmp;
}
vec4 normalize(const vec4 v)
{
float tmp;
__asm vec4_dot tmp, v, v;
__asm float_rsq tmp, tmp;
__asm vec4_multiply __retVal.xyz, v, tmp;
}
//
// 8.3 Common Functions
//
//// abs
float abs(const float a)
{
__asm vec4_abs __retVal, a;
}
vec2 abs(const vec2 a)
{
__asm vec4_abs __retVal.xy, a;
}
vec3 abs(const vec3 a)
{
__asm vec4_abs __retVal.xyz, a;
}
vec4 abs(const vec4 a)
{
__asm vec4_abs __retVal, a;
}
//// sign
float sign(const float x)
{
float p, n;
__asm vec4_sgt p, x, 0.0; // p = (x > 0)
__asm vec4_sgt n, 0.0, x; // n = (x < 0)
__asm vec4_subtract __retVal, p, n; // sign = p - n
}
vec2 sign(const vec2 v)
{
vec2 p, n;
__asm vec4_sgt p.xy, v, 0.0;
__asm vec4_sgt n.xy, 0.0, v;
__asm vec4_subtract __retVal.xy, p, n;
}
vec3 sign(const vec3 v)
{
vec3 p, n;
__asm vec4_sgt p.xyz, v, 0.0;
__asm vec4_sgt n.xyz, 0.0, v;
__asm vec4_subtract __retVal.xyz, p, n;
}
vec4 sign(const vec4 v)
{
vec4 p, n;
__asm vec4_sgt p, v, 0.0;
__asm vec4_sgt n, 0.0, v;
__asm vec4_subtract __retVal, p, n;
}
//// floor
float floor(const float a)
{
__asm vec4_floor __retVal, a;
}
vec2 floor(const vec2 a)
{
__asm vec4_floor __retVal.xy, a;
}
vec3 floor(const vec3 a)
{
__asm vec4_floor __retVal.xyz, a;
}
vec4 floor(const vec4 a)
{
__asm vec4_floor __retVal, a;
}
//// ceil
float ceil(const float a)
{
// XXX this could be improved
float b = -a;
__asm vec4_floor b, b;
__retVal = -b;
}
vec2 ceil(const vec2 a)
{
vec2 b = -a;
__asm vec4_floor b, b;
__retVal.xy = -b;
}
vec3 ceil(const vec3 a)
{
vec3 b = -a;
__asm vec4_floor b, b;
__retVal.xyz = -b;
}
vec4 ceil(const vec4 a)
{
vec4 b = -a;
__asm vec4_floor b, b;
__retVal = -b;
}
//// fract
float fract(const float a)
{
__asm vec4_frac __retVal, a;
}
vec2 fract(const vec2 a)
{
__asm vec4_frac __retVal.xy, a;
}
vec3 fract(const vec3 a)
{
__asm vec4_frac __retVal.xyz, a;
}
vec4 fract(const vec4 a)
{
__asm vec4_frac __retVal, a;
}
//// mod (very untested!)
float mod(const float a, const float b)
{
float oneOverB;
__asm float_rcp oneOverB, b;
__retVal = a - b * floor(a * oneOverB);
}
vec2 mod(const vec2 a, const float b)
{
float oneOverB;
__asm float_rcp oneOverB, b;
__retVal.xy = a - b * floor(a * oneOverB);
}
vec3 mod(const vec3 a, const float b)
{
float oneOverB;
__asm float_rcp oneOverB, b;
__retVal.xyz = a - b * floor(a * oneOverB);
}
vec4 mod(const vec4 a, const float b)
{
float oneOverB;
__asm float_rcp oneOverB, b;
__retVal = a - b * floor(a * oneOverB);
}
vec2 mod(const vec2 a, const vec2 b)
{
vec2 oneOverB;
__asm float_rcp oneOverB.x, b.x;
__asm float_rcp oneOverB.y, b.y;
__retVal = a - b * floor(a * oneOverB);
}
vec3 mod(const vec3 a, const vec3 b)
{
vec3 oneOverB;
__asm float_rcp oneOverB.x, b.x;
__asm float_rcp oneOverB.y, b.y;
__asm float_rcp oneOverB.z, b.z;
__retVal = a - b * floor(a * oneOverB);
}
vec4 mod(const vec4 a, const vec4 b)
{
vec4 oneOverB;
__asm float_rcp oneOverB.x, b.x;
__asm float_rcp oneOverB.y, b.y;
__asm float_rcp oneOverB.z, b.z;
__asm float_rcp oneOverB.w, b.w;
__retVal = a - b * floor(a * oneOverB);
}
//// min
float min(const float a, const float b)
{
__asm vec4_min __retVal, a, b;
}
vec2 min(const vec2 a, const vec2 b)
{
__asm vec4_min __retVal.xy, a.xy, b.xy;
}
vec3 min(const vec3 a, const vec3 b)
{
__asm vec4_min __retVal.xyz, a.xyz, b.xyz;
}
vec4 min(const vec4 a, const vec4 b)
{
__asm vec4_min __retVal, a, b;
}
vec2 min(const vec2 a, const float b)
{
__asm vec4_min __retVal, a.xy, b;
}
vec3 min(const vec3 a, const float b)
{
__asm vec4_min __retVal, a.xyz, b;
}
vec4 min(const vec4 a, const float b)
{
__asm vec4_min __retVal, a, b;
}
//// max
float max(const float a, const float b)
{
__asm vec4_max __retVal, a, b;
}
vec2 max(const vec2 a, const vec2 b)
{
__asm vec4_max __retVal.xy, a.xy, b.xy;
}
vec3 max(const vec3 a, const vec3 b)
{
__asm vec4_max __retVal.xyz, a.xyz, b.xyz;
}
vec4 max(const vec4 a, const vec4 b)
{
__asm vec4_max __retVal, a, b;
}
vec2 max(const vec2 a, const float b)
{
__asm vec4_max __retVal, a.xy, b;
}
vec3 max(const vec3 a, const float b)
{
__asm vec4_max __retVal, a.xyz, b;
}
vec4 max(const vec4 a, const float b)
{
__asm vec4_max __retVal, a, b;
}
//// clamp
float clamp(const float val, const float minVal, const float maxVal)
{
__asm vec4_clamp __retVal, val, minVal, maxVal;
}
vec2 clamp(const vec2 val, const float minVal, const float maxVal)
{
__asm vec4_clamp __retVal, val, minVal, maxVal;
}
vec3 clamp(const vec3 val, const float minVal, const float maxVal)
{
__asm vec4_clamp __retVal, val, minVal, maxVal;
}
vec4 clamp(const vec4 val, const float minVal, const float maxVal)
{
__asm vec4_clamp __retVal, val, minVal, maxVal;
}
vec2 clamp(const vec2 val, const vec2 minVal, const vec2 maxVal)
{
__asm vec4_clamp __retVal, val, minVal, maxVal;
}
vec3 clamp(const vec3 val, const vec3 minVal, const vec3 maxVal)
{
__asm vec4_clamp __retVal, val, minVal, maxVal;
}
vec4 clamp(const vec4 val, const vec4 minVal, const vec4 maxVal)
{
__asm vec4_clamp __retVal, val, minVal, maxVal;
}
//// mix
float mix(const float x, const float y, const float a)
{
__asm vec4_lrp __retVal, a, y, x;
}
vec2 mix(const vec2 x, const vec2 y, const float a)
{
__asm vec4_lrp __retVal, a, y, x;
}
vec3 mix(const vec3 x, const vec3 y, const float a)
{
__asm vec4_lrp __retVal, a, y, x;
}
vec4 mix(const vec4 x, const vec4 y, const float a)
{
__asm vec4_lrp __retVal, a, y, x;
}
vec2 mix(const vec2 x, const vec2 y, const vec2 a)
{
__asm vec4_lrp __retVal, a, y, x;
}
vec3 mix(const vec3 x, const vec3 y, const vec3 a)
{
__asm vec4_lrp __retVal, a, y, x;
}
vec4 mix(const vec4 x, const vec4 y, const vec4 a)
{
__asm vec4_lrp __retVal, a, y, x;
}
//// step
float step(const float edge, const float x)
{
__asm vec4_sge __retVal, x, edge;
}
vec2 step(const vec2 edge, const vec2 x)
{
__asm vec4_sge __retVal.xy, x, edge;
}
vec3 step(const vec3 edge, const vec3 x)
{
__asm vec4_sge __retVal.xyz, x, edge;
}
vec4 step(const vec4 edge, const vec4 x)
{
__asm vec4_sge __retVal, x, edge;
}
vec2 step(const float edge, const vec2 v)
{
__asm vec4_sge __retVal.xy, v, edge;
}
vec3 step(const float edge, const vec3 v)
{
__asm vec4_sge __retVal.xyz, v, edge;
}
vec4 step(const float edge, const vec4 v)
{
__asm vec4_sge __retVal, v, edge;
}
//// smoothstep
float smoothstep(const float edge0, const float edge1, const float x)
{
float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
return t * t * (3.0 - 2.0 * t);
}
vec2 smoothstep(const vec2 edge0, const vec2 edge1, const vec2 v)
{
vec2 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
return t * t * (3.0 - 2.0 * t);
}
vec3 smoothstep(const vec3 edge0, const vec3 edge1, const vec3 v)
{
vec3 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
return t * t * (3.0 - 2.0 * t);
}
vec4 smoothstep(const vec4 edge0, const vec4 edge1, const vec4 v)
{
vec4 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
return t * t * (3.0 - 2.0 * t);
}
vec2 smoothstep(const float edge0, const float edge1, const vec2 v)
{
vec2 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
return t * t * (3.0 - 2.0 * t);
}
vec3 smoothstep(const float edge0, const float edge1, const vec3 v)
{
vec3 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
return t * t * (3.0 - 2.0 * t);
}
vec4 smoothstep(const float edge0, const float edge1, const vec4 v)
{
vec4 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
return t * t * (3.0 - 2.0 * t);
}
//
// 8.4 Geometric Functions
//
//// length
float length(const float x)
{
return abs(x);
}
float length(const vec2 v)
{
float r;
const float p = dot(v, v); // p = v.x * v.x + v.y * v.y
__asm float_rsq r, p; // r = 1 / sqrt(p)
__asm float_rcp __retVal.x, r; // retVal = 1 / r
}
float length(const vec3 v)
{
float r;
const float p = dot(v, v); // p = v.x * v.x + v.y * v.y + v.z * v.z
__asm float_rsq r, p; // r = 1 / sqrt(p)
__asm float_rcp __retVal, r; // retVal = 1 / r
}
float length(const vec4 v)
{
float r;
const float p = dot(v, v); // p = v.x * v.x + v.y * v.y + ...
__asm float_rsq r, p; // r = 1 / sqrt(p)
__asm float_rcp __retVal, r; // retVal = 1 / r
}
//// distance
float distance(const float x, const float y)
{
const float d = x - y;
__retVal = length(d);
}
float distance(const vec2 v, const vec2 u)
{
const vec2 d2 = v - u;
__retVal = length(d2);
}
float distance(const vec3 v, const vec3 u)
{
const vec3 d3 = v - u;
__retVal = length(d3);
}
float distance(const vec4 v, const vec4 u)
{
const vec4 d4 = v - u;
__retVal = length(d4);
}
//// cross
vec3 cross(const vec3 v, const vec3 u)
{
__asm vec3_cross __retVal.xyz, v, u;
}
//// faceforward
float faceforward(const float N, const float I, const float Nref)
{
// this could probably be done better
const float d = dot(Nref, I);
float s;
__asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0
return mix(-N, N, s);
}
vec2 faceforward(const vec2 N, const vec2 I, const vec2 Nref)
{
// this could probably be done better
const float d = dot(Nref, I);
float s;
__asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0
return mix(-N, N, s);
}
vec3 faceforward(const vec3 N, const vec3 I, const vec3 Nref)
{
// this could probably be done better
const float d = dot(Nref, I);
float s;
__asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0
return mix(-N, N, s);
}
vec4 faceforward(const vec4 N, const vec4 I, const vec4 Nref)
{
// this could probably be done better
const float d = dot(Nref, I);
float s;
__asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0
return mix(-N, N, s);
}
//// reflect
float reflect(const float I, const float N)
{
return I - 2.0 * dot(N, I) * N;
}
vec2 reflect(const vec2 I, const vec2 N)
{
return I - 2.0 * dot(N, I) * N;
}
vec3 reflect(const vec3 I, const vec3 N)
{
return I - 2.0 * dot(N, I) * N;
}
vec4 reflect(const vec4 I, const vec4 N)
{
return I - 2.0 * dot(N, I) * N;
}
//// refract
float refract(const float I, const float N, const float eta)
{
float n_dot_i = dot(N, I);
float k = 1.0 - eta * eta * (1.0 - n_dot_i * n_dot_i);
float retval;
if (k < 0.0)
retval = 0.0;
else
retval = eta * I - (eta * n_dot_i + sqrt(k)) * N;
return retval;
}
vec2 refract(const vec2 I, const vec2 N, const float eta)
{
float n_dot_i = dot(N, I);
float k = 1.0 - eta * eta * (1.0 - n_dot_i * n_dot_i);
vec2 retval;
if (k < 0.0)
retval = vec2(0.0);
else
retval = eta * I - (eta * n_dot_i + sqrt(k)) * N;
return retval;
}
vec3 refract(const vec3 I, const vec3 N, const float eta)
{
float n_dot_i = dot(N, I);
float k = 1.0 - eta * eta * (1.0 - n_dot_i * n_dot_i);
vec3 retval;
if (k < 0.0)
retval = vec3(0.0);
else
retval = eta * I - (eta * n_dot_i + sqrt(k)) * N;
return retval;
}
vec4 refract(const vec4 I, const vec4 N, const float eta)
{
float n_dot_i = dot(N, I);
float k = 1.0 - eta * eta * (1.0 - n_dot_i * n_dot_i);
vec4 retval;
if (k < 0.0)
retval = vec4(0.0);
else
retval = eta * I - (eta * n_dot_i + sqrt(k)) * N;
return retval;
}
//
// 8.5 Matrix Functions
//
mat2 matrixCompMult (mat2 m, mat2 n) {
return mat2 (m[0] * n[0], m[1] * n[1]);
}
mat3 matrixCompMult (mat3 m, mat3 n) {
return mat3 (m[0] * n[0], m[1] * n[1], m[2] * n[2]);
}
mat4 matrixCompMult (mat4 m, mat4 n) {
return mat4 (m[0] * n[0], m[1] * n[1], m[2] * n[2], m[3] * n[3]);
}
//
// 8.6 Vector Relational Functions
//
//// lessThan
bvec2 lessThan(const vec2 u, const vec2 v)
{
__asm vec4_slt __retVal.xy, u, v;
}
bvec3 lessThan(const vec3 u, const vec3 v)
{
__asm vec4_slt __retVal.xyz, u, v;
}
bvec4 lessThan(const vec4 u, const vec4 v)
{
__asm vec4_slt __retVal, u, v;
}
bvec2 lessThan(const ivec2 u, const ivec2 v)
{
__asm vec4_slt __retVal.xy, u, v;
}
bvec3 lessThan(const ivec3 u, const ivec3 v)
{
__asm vec4_slt __retVal.xyz, u, v;
}
bvec4 lessThan(const ivec4 u, const ivec4 v)
{
__asm vec4_slt __retVal, u, v;
}
//// lessThanEqual
bvec2 lessThanEqual(const vec2 u, const vec2 v)
{
__asm vec4_sle __retVal.xy, u, v;
}
bvec3 lessThanEqual(const vec3 u, const vec3 v)
{
__asm vec4_sle __retVal.xyz, u, v;
}
bvec4 lessThanEqual(const vec4 u, const vec4 v)
{
__asm vec4_sle __retVal, u, v;
}
bvec2 lessThanEqual(const ivec2 u, const ivec2 v)
{
__asm vec4_sle __retVal.xy, u, v;
}
bvec3 lessThanEqual(const ivec3 u, const ivec3 v)
{
__asm vec4_sle __retVal.xyz, u, v;
}
bvec4 lessThanEqual(const ivec4 u, const ivec4 v)
{
__asm vec4_sle __retVal, u, v;
}
//// greaterThan
bvec2 greaterThan(const vec2 u, const vec2 v)
{
__asm vec4_sgt __retVal.xy, u, v;
}
bvec3 greaterThan(const vec3 u, const vec3 v)
{
__asm vec4_sgt __retVal.xyz, u, v;
}
bvec4 greaterThan(const vec4 u, const vec4 v)
{
__asm vec4_sgt __retVal, u, v;
}
bvec2 greaterThan(const ivec2 u, const ivec2 v)
{
__asm vec4_sgt __retVal.xy, u.xy, v.xy;
}
bvec3 greaterThan(const ivec3 u, const ivec3 v)
{
__asm vec4_sgt __retVal.xyz, u, v;
}
bvec4 greaterThan(const ivec4 u, const ivec4 v)
{
__asm vec4_sgt __retVal, u, v;
}
//// greaterThanEqual
bvec2 greaterThanEqual(const vec2 u, const vec2 v)
{
__asm vec4_sge __retVal.xy, u, v;
}
bvec3 greaterThanEqual(const vec3 u, const vec3 v)
{
__asm vec4_sge __retVal.xyz, u, v;
}
bvec4 greaterThanEqual(const vec4 u, const vec4 v)
{
__asm vec4_sge __retVal, u, v;
}
bvec2 greaterThanEqual(const ivec2 u, const ivec2 v)
{
__asm vec4_sge __retVal.xy, u, v;
}
bvec3 greaterThanEqual(const ivec3 u, const ivec3 v)
{
__asm vec4_sge __retVal.xyz, u, v;
}
bvec4 greaterThanEqual(const ivec4 u, const ivec4 v)
{
__asm vec4_sge __retVal, u, v;
}
//// equal
bvec2 equal(const vec2 u, const vec2 v)
{
__asm vec4_seq __retVal.xy, u, v;
}
bvec3 equal(const vec3 u, const vec3 v)
{
__asm vec4_seq __retVal.xyz, u, v;
}
bvec4 equal(const vec4 u, const vec4 v)
{
__asm vec4_seq __retVal, u, v;
}
bvec2 equal(const ivec2 u, const ivec2 v)
{
__asm vec4_seq __retVal.xy, u, v;
}
bvec3 equal(const ivec3 u, const ivec3 v)
{
__asm vec4_seq __retVal.xyz, u, v;
}
bvec4 equal(const ivec4 u, const ivec4 v)
{
__asm vec4_seq __retVal, u, v;
}
bvec2 equal(const bvec2 u, const bvec2 v)
{
__asm vec4_seq __retVal.xy, u, v;
}
bvec3 equal(const bvec3 u, const bvec3 v)
{
__asm vec4_seq __retVal.xyz, u, v;
}
bvec4 equal(const bvec4 u, const bvec4 v)
{
__asm vec4_seq __retVal, u, v;
}
//// notEqual
bvec2 notEqual(const vec2 u, const vec2 v)
{
__asm vec4_sne __retVal.xy, u, v;
}
bvec3 notEqual(const vec3 u, const vec3 v)
{
__asm vec4_sne __retVal.xyz, u, v;
}
bvec4 notEqual(const vec4 u, const vec4 v)
{
__asm vec4_sne __retVal, u, v;
}
bvec2 notEqual(const ivec2 u, const ivec2 v)
{
__asm vec4_sne __retVal.xy, u, v;
}
bvec3 notEqual(const ivec3 u, const ivec3 v)
{
__asm vec4_sne __retVal.xyz, u, v;
}
bvec4 notEqual(const ivec4 u, const ivec4 v)
{
__asm vec4_sne __retVal, u, v;
}
bvec2 notEqual(const bvec2 u, const bvec2 v)
{
__asm vec4_sne __retVal.xy, u, v;
}
bvec3 notEqual(const bvec3 u, const bvec3 v)
{
__asm vec4_sne __retVal.xyz, u, v;
}
bvec4 notEqual(const bvec4 u, const bvec4 v)
{
__asm vec4_sne __retVal, u, v;
}
//// any
bool any(const bvec2 v)
{
float sum;
__asm vec4_add sum.x, v.x, v.y;
__asm vec4_sne __retVal.x, sum.x, 0.0;
}
bool any(const bvec3 v)
{
float sum;
__asm vec4_add sum.x, v.x, v.y;
__asm vec4_add sum.x, sum.x, v.z;
__asm vec4_sne __retVal.x, sum.x, 0.0;
}
bool any(const bvec4 v)
{
float sum;
__asm vec4_add sum.x, v.x, v.y;
__asm vec4_add sum.x, sum.x, v.z;
__asm vec4_add sum.x, sum.x, v.w;
__asm vec4_sne __retVal.x, sum.x, 0.0;
}
//// all
bool all (const bvec2 v)
{
float prod;
__asm vec4_multiply prod, v.x, v.y;
__asm vec4_sne __retVal, prod, 0.0;
}
bool all (const bvec3 v)
{
float prod;
__asm vec4_multiply prod, v.x, v.y;
__asm vec4_multiply prod, prod, v.z;
__asm vec4_sne __retVal, prod, 0.0;
}
bool all (const bvec4 v)
{
float prod;
__asm vec4_multiply prod, v.x, v.y;
__asm vec4_multiply prod, prod, v.z;
__asm vec4_multiply prod, prod, v.w;
__asm vec4_sne __retVal, prod, 0.0;
}
//// not
bvec2 not (const bvec2 v)
{
__asm vec4_seq __retVal.xy, v, 0.0;
}
bvec3 not (const bvec3 v)
{
__asm vec4_seq __retVal.xyz, v, 0.0;
}
bvec4 not (const bvec4 v)
{
__asm vec4_seq __retVal, v, 0.0;
}
//// Texture Lookup Functions (for both fragment and vertex shaders)
vec4 texture1D(const sampler1D sampler, const float coord)
{
__asm vec4_tex1d __retVal, sampler, coord;
}
vec4 texture1DProj(const sampler1D sampler, const vec2 coord)
{
// need to swizzle .y into .w
__asm vec4_texp1d __retVal, sampler, coord.xyyy;
}
vec4 texture1DProj(const sampler1D sampler, const vec4 coord)
{
__asm vec4_texp1d __retVal, sampler, coord;
}
vec4 texture2D(const sampler2D sampler, const vec2 coord)
{
__asm vec4_tex2d __retVal, sampler, coord;
}
vec4 texture2DProj(const sampler2D sampler, const vec3 coord)
{
// need to swizzle 'z' into 'w'.
__asm vec4_texp2d __retVal, sampler, coord.xyzz;
}
vec4 texture2DProj(const sampler2D sampler, const vec4 coord)
{
__asm vec4_texp2d __retVal, sampler, coord;
}
vec4 texture3D(const sampler3D sampler, const vec3 coord)
{
__asm vec4_tex3d __retVal, sampler, coord;
}
vec4 texture3DProj(const sampler3D sampler, const vec4 coord)
{
__asm vec4_texp3d __retVal, sampler, coord;
}
vec4 textureCube(const samplerCube sampler, const vec3 coord)
{
__asm vec4_texcube __retVal, sampler, coord;
}
vec4 shadow1D(const sampler1DShadow sampler, const vec3 coord)
{
__asm vec4_tex1d __retVal, sampler, coord;
}
vec4 shadow1DProj(const sampler1DShadow sampler, const vec4 coord)
{
// .s and .p will be divided by .q
__asm vec4_texp1d __retVal, sampler, coord;
}
vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord)
{
__asm vec4_tex2d __retVal, sampler, coord;
}
vec4 shadow2DProj(const sampler2DShadow sampler, const vec4 coord)
{
// .s, .t and .p will be divided by .q
__asm vec4_texp2d __retVal, sampler, coord;
}
//// GL_ARB_texture_rectangle:
vec4 texture2DRect(const sampler2DRect sampler, const vec2 coord)
{
__asm vec4_tex_rect __retVal, sampler, coord;
}
vec4 texture2DRectProj(const sampler2DRect sampler, const vec3 coord)
{
// need to swizzle .y into .w
__asm vec4_texp_rect __retVal, sampler, coord.xyzz;
}
vec4 texture2DRectProj(const sampler2DRect sampler, const vec4 coord)
{
__asm vec4_texp_rect __retVal, sampler, ccoord;
}
vec4 shadow2DRect(const sampler2DRectShadow sampler, const vec3 coord)
{
__asm vec4_tex_rect __retVal, sampler, coord;
}
vec4 shadow2DRectProj(const sampler2DRectShadow sampler, const vec4 coord)
{
__asm vec4_texp_rect __retVal, sampler, coord;
}
//
// 8.9 Noise Functions
//
// AUTHOR: Stefan Gustavson (stegu@itn.liu.se), Nov 26, 2005
//
float noise1(const float x)
{
__asm float_noise1 __retVal, x;
}
float noise1(const vec2 x)
{
__asm float_noise2 __retVal, x;
}
float noise1(const vec3 x)
{
__asm float_noise3 __retVal, x;
}
float noise1(const vec4 x)
{
__asm float_noise4 __retVal, x;
}
vec2 noise2(const float x)
{
__retVal.x = noise1(x);
__retVal.y = noise1(x + 19.34);
}
vec2 noise2(const vec2 x)
{
__retVal.x = noise1(x);
__retVal.y = noise1(x + vec2(19.34, 7.66));
}
vec2 noise2(const vec3 x)
{
__retVal.x = noise1(x);
__retVal.y = noise1(x + vec3(19.34, 7.66, 3.23));
}
vec2 noise2(const vec4 x)
{
__retVal.x = noise1(x);
__retVal.y = noise1(x + vec4(19.34, 7.66, 3.23, 2.77));
}
vec3 noise3(const float x)
{
__retVal.x = noise1(x);
__retVal.y = noise1(x + 19.34);
__retVal.z = noise1(x + 5.47);
}
vec3 noise3(const vec2 x)
{
__retVal.x = noise1(x);
__retVal.y = noise1(x + vec2(19.34, 7.66));
__retVal.z = noise1(x + vec2(5.47, 17.85));
}
vec3 noise3(const vec3 x)
{
__retVal.x = noise1(x);
__retVal.y = noise1(x + vec3(19.34, 7.66, 3.23));
__retVal.z = noise1(x + vec3(5.47, 17.85, 11.04));
}
vec3 noise3(const vec4 x)
{
__retVal.x = noise1(x);
__retVal.y = noise1(x + vec4(19.34, 7.66, 3.23, 2.77));
__retVal.z = noise1(x + vec4(5.47, 17.85, 11.04, 13.19));
}
vec4 noise4(const float x)
{
__retVal.x = noise1(x);
__retVal.y = noise1(x + 19.34);
__retVal.z = noise1(x + 5.47);
__retVal.w = noise1(x + 23.54);
}
vec4 noise4(const vec2 x)
{
__retVal.x = noise1(x);
__retVal.y = noise1(x + vec2 (19.34, 7.66));
__retVal.z = noise1(x + vec2 (5.47, 17.85));
__retVal.w = noise1(x + vec2 (23.54, 29.11));
}
vec4 noise4(const vec3 x)
{
__retVal.x = noise1(x);
__retVal.y = noise1(x + vec3(19.34, 7.66, 3.23));
__retVal.z = noise1(x + vec3(5.47, 17.85, 11.04));
__retVal.w = noise1(x + vec3(23.54, 29.11, 31.91));
}
vec4 noise4(const vec4 x)
{
__retVal.x = noise1(x);
__retVal.y = noise1(x + vec4(19.34, 7.66, 3.23, 2.77));
__retVal.z = noise1(x + vec4(5.47, 17.85, 11.04, 13.19));
__retVal.w = noise1(x + vec4(23.54, 29.11, 31.91, 37.48));
}