diff options
author | Brian <brian@yutani.localnet.net> | 2007-01-05 16:02:45 -0700 |
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committer | Brian <brian@yutani.localnet.net> | 2007-01-05 16:02:45 -0700 |
commit | 5cf7326132a37f11357b5cb31bcc9238fef5b54c (patch) | |
tree | 8d92595241072e8aebba501c68b544ef8b4e13eb /src/mesa/shader/slang/library/slang_fragment_builtin.gc | |
parent | b2ab693d68f2ba1358b9c3f8bab53b9ebfb586fe (diff) |
Checkpoint glsl compiler work: sampler uniforms now implemented, linked properly.
Diffstat (limited to 'src/mesa/shader/slang/library/slang_fragment_builtin.gc')
-rw-r--r-- | src/mesa/shader/slang/library/slang_fragment_builtin.gc | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/src/mesa/shader/slang/library/slang_fragment_builtin.gc b/src/mesa/shader/slang/library/slang_fragment_builtin.gc index 373b42de1d..474535bfb1 100644 --- a/src/mesa/shader/slang/library/slang_fragment_builtin.gc +++ b/src/mesa/shader/slang/library/slang_fragment_builtin.gc @@ -60,19 +60,19 @@ vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias) { return texture1D (sampler, coord.s / coord.q, bias); } -vec4 texture2D (sampler2D sampler, vec2 coord, float bias) { - vec4 texel; - __asm vec4_tex2d texel, sampler, coord, bias; - return texel; -} - -vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias) { - return texture2D (sampler, vec2 (coord.s / coord.p, coord.t / coord.p), bias); -} - -vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias) { - return texture2D (sampler, vec2 (coord.s / coord.q, coord.t / coord.q), bias); -} +//vec4 texture2D (sampler2D sampler, vec2 coord, float bias) { +// vec4 texel; +// __asm vec4_tex2d texel, sampler, coord, bias; +// return texel; +//} + +//vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias) { +// return texture2D (sampler, vec2 (coord.s / coord.p, coord.t / coord.p), bias); +//} + +//vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias) { +// return texture2D (sampler, vec2 (coord.s / coord.q, coord.t / coord.q), bias); +//} vec4 texture3D (sampler3D sampler, vec3 coord, float bias) { vec4 texel; |