| /* |
| * 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_texb1d __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_texb1d __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_texb1d __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_texb2d __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_texb2d __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_texb2d __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_texb3d __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_texb3d __retVal, sampler, pcoord; |
| } |
| |
| |
| |
| |
| vec4 textureCube(const samplerCube sampler, const vec3 coord, const float bias) |
| { |
| vec4 coord4; |
| coord4.xyz = coord; |
| coord4.w = bias; |
| __asm vec4_texcube __retVal, sampler, coord4; |
| } |
| |
| |
| |
| |
| // For shadow textures, we use the regular tex instructions since they should |
| // do the depth comparison step. |
| |
| vec4 shadow1D(const sampler1DShadow sampler, const vec3 coord, const float bias) |
| { |
| vec4 coord4; |
| coord4.xyz = coord; |
| coord4.w = bias; |
| __asm vec4_texb1d __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_texb1d __retVal, sampler, pcoord; |
| } |
| |
| vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord, const float bias) |
| { |
| vec4 coord4; |
| coord4.xyz = coord; |
| coord4.w = bias; |
| __asm vec4_texb2d __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_texb2d __retVal, sampler, pcoord; |
| } |
| |
| |
| |
| // |
| // 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)); |
| } |
| |