diff options
author | Michal Krol <mjkrol@gmail.org> | 2006-03-21 10:37:40 +0000 |
---|---|---|
committer | Michal Krol <mjkrol@gmail.org> | 2006-03-21 10:37:40 +0000 |
commit | 071357096e682e9af59ad45ea5abc444ab431837 (patch) | |
tree | 99fba2183fe97981f7c309d99b206b39e43f5bec /src/mesa/shader/slang/library/slang_fragment_builtin.gc | |
parent | 519b23b21f9cd6945fd17cdb26e7a6f531cdeec0 (diff) |
GLSL fixes:
- generate error on NULL pointers in glShaderSourceARB;
- reinstall program object, if current, in glLinkProgramARB;
- vertex and fragment shaders are optional in program object;
- floor asm was wrongly computed for x86 back-end;
- allow for (void) idiom in function prototypes;
- all fixed-state uniforms are updated;
- local variable initializers are working;
- implement texture* and shadow* functions for vertex processor;
- generate error if too many arguments in general constructor;
- trim unused data in general constructor;
- struct r-value field select was badly relocated;
Changes:
- add derived state gl_fog_attrib::_Scale;
- add derived state gl_light::_CosCutoffNeg;
Diffstat (limited to 'src/mesa/shader/slang/library/slang_fragment_builtin.gc')
-rwxr-xr-x | src/mesa/shader/slang/library/slang_fragment_builtin.gc | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/mesa/shader/slang/library/slang_fragment_builtin.gc b/src/mesa/shader/slang/library/slang_fragment_builtin.gc index 8b619cd837..12a18ee792 100755 --- a/src/mesa/shader/slang/library/slang_fragment_builtin.gc +++ b/src/mesa/shader/slang/library/slang_fragment_builtin.gc @@ -116,42 +116,42 @@ vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias) { float dFdx (float p) {
// XXX: - return 0.0; + return 0.001; } vec2 dFdx (vec2 p) {
// XXX: - return vec2 (0.0); + return vec2 (0.001); } vec3 dFdx (vec3 p) {
// XXX: - return vec3 (0.0); + return vec3 (0.001); } vec4 dFdx (vec4 p) {
// XXX: - return vec4 (0.0); + return vec4 (0.001); } float dFdy (float p) {
// XXX: - return 0.0; + return 0.001; } vec2 dFdy (vec2 p) {
// XXX: - return vec2 (0.0); + return vec2 (0.001); } vec3 dFdy (vec3 p) {
// XXX: - return vec3 (0.0); + return vec3 (0.001); } vec4 dFdy (vec4 p) {
// XXX: - return vec4 (0.0); + return vec4 (0.001); } float fwidth (float p) { |