| /* |
| * 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; |
| } |
| |