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authorMichal Krol <mjkrol@gmail.org>2006-03-21 10:37:40 +0000
committerMichal Krol <mjkrol@gmail.org>2006-03-21 10:37:40 +0000
commit071357096e682e9af59ad45ea5abc444ab431837 (patch)
tree99fba2183fe97981f7c309d99b206b39e43f5bec /src/mesa/shader/slang/library/slang_fragment_builtin.gc
parent519b23b21f9cd6945fd17cdb26e7a6f531cdeec0 (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-xsrc/mesa/shader/slang/library/slang_fragment_builtin.gc16
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) {