diff options
author | Michal Krol <mjkrol@gmail.org> | 2006-04-18 10:47:19 +0000 |
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committer | Michal Krol <mjkrol@gmail.org> | 2006-04-18 10:47:19 +0000 |
commit | 2f8496b5655cbd66711745fcfd87e0e528c50229 (patch) | |
tree | 8f094bff1a3bd6070af345d090435f70ad0c9cdc /src/mesa/shader/slang/library/slang_fragment_builtin.gc | |
parent | d55de658b559437272a88a5e8743304996044fff (diff) |
Remove carriage-return chars *ONLY*.
Diffstat (limited to 'src/mesa/shader/slang/library/slang_fragment_builtin.gc')
-rwxr-xr-x | src/mesa/shader/slang/library/slang_fragment_builtin.gc | 136 |
1 files changed, 68 insertions, 68 deletions
diff --git a/src/mesa/shader/slang/library/slang_fragment_builtin.gc b/src/mesa/shader/slang/library/slang_fragment_builtin.gc index 12a18ee792..373b42de1d 100755 --- a/src/mesa/shader/slang/library/slang_fragment_builtin.gc +++ b/src/mesa/shader/slang/library/slang_fragment_builtin.gc @@ -1,26 +1,26 @@ -/*
- * 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.
- */
+/* + * 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. + */ // // TODO: @@ -46,67 +46,67 @@ varying float gl_FogFragCoord; // 8.7 Texture Lookup Functions // -vec4 texture1D (sampler1D sampler, float coord, float bias) {
- vec4 texel;
- __asm vec4_tex1d texel, sampler, coord, bias;
+vec4 texture1D (sampler1D sampler, float coord, float bias) { + vec4 texel; + __asm vec4_tex1d texel, sampler, coord, bias; return texel; -}
+} vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias) { return texture1D (sampler, coord.s / coord.t, bias); -}
+} 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;
+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) {
+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) {
+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;
- __asm vec4_tex3d texel, sampler, coord, bias;
+vec4 texture3D (sampler3D sampler, vec3 coord, float bias) { + vec4 texel; + __asm vec4_tex3d texel, sampler, coord, bias; return texel; -}
+} -vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias) {
+vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias) { return texture3D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q), bias); } -vec4 textureCube (samplerCube sampler, vec3 coord, float bias) {
- vec4 texel;
- __asm vec4_texcube texel, sampler, coord, bias;
+vec4 textureCube (samplerCube sampler, vec3 coord, float bias) { + vec4 texel; + __asm vec4_texcube texel, sampler, coord, bias; return texel; } -vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias) {
- vec4 texel;
- __asm vec4_shad1d texel, sampler, coord, bias;
+vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias) { + vec4 texel; + __asm vec4_shad1d texel, sampler, coord, bias; return texel; -}
- -vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord, float bias) {
- return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), bias);
-}
-
-vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias) {
- vec4 texel;
- __asm vec4_shad2d texel, sampler, coord, bias;
+} + +vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord, float bias) { + return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), bias); +} + +vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias) { + vec4 texel; + __asm vec4_shad2d texel, sampler, coord, bias; return texel; -}
+} -vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias) {
+vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias) { return shadow2D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q), bias); } @@ -114,57 +114,57 @@ vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias) { // 8.8 Fragment Processing Functions // -float dFdx (float p) {
+float dFdx (float p) { // XXX: return 0.001; } -vec2 dFdx (vec2 p) {
+vec2 dFdx (vec2 p) { // XXX: return vec2 (0.001); } -vec3 dFdx (vec3 p) {
+vec3 dFdx (vec3 p) { // XXX: return vec3 (0.001); } -vec4 dFdx (vec4 p) {
+vec4 dFdx (vec4 p) { // XXX: return vec4 (0.001); } -float dFdy (float p) {
+float dFdy (float p) { // XXX: return 0.001; } -vec2 dFdy (vec2 p) {
+vec2 dFdy (vec2 p) { // XXX: return vec2 (0.001); } -vec3 dFdy (vec3 p) {
+vec3 dFdy (vec3 p) { // XXX: return vec3 (0.001); } -vec4 dFdy (vec4 p) {
+vec4 dFdy (vec4 p) { // XXX: return vec4 (0.001); } float fwidth (float p) { return abs (dFdx (p)) + abs (dFdy (p)); -}
+} vec2 fwidth (vec2 p) { return abs (dFdx (p)) + abs (dFdy (p)); -}
+} vec3 fwidth (vec3 p) { return abs (dFdx (p)) + abs (dFdy (p)); -}
+} vec4 fwidth (vec4 p) { return abs (dFdx (p)) + abs (dFdy (p)); |