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authorMichal Krol <mjkrol@gmail.org>2005-04-13 13:06:57 +0000
committerMichal Krol <mjkrol@gmail.org>2005-04-13 13:06:57 +0000
commit2f951683be5766b7b9537cbb691f662cd1f49b16 (patch)
treee616ea3ea4145e4de0cfc0cc37ee260a703f02be /src/mesa/shader/slang/library/slang_fragment_builtin_gc.h
parent5a382001224df9aad6137c825fbfc2d058b220b1 (diff)
cosmetic changes;
add __fixed_input and __fixed_output qualifiers for built-in variables;
Diffstat (limited to 'src/mesa/shader/slang/library/slang_fragment_builtin_gc.h')
-rw-r--r--src/mesa/shader/slang/library/slang_fragment_builtin_gc.h366
1 files changed, 366 insertions, 0 deletions
diff --git a/src/mesa/shader/slang/library/slang_fragment_builtin_gc.h b/src/mesa/shader/slang/library/slang_fragment_builtin_gc.h
new file mode 100644
index 0000000000..85f74bda8e
--- /dev/null
+++ b/src/mesa/shader/slang/library/slang_fragment_builtin_gc.h
@@ -0,0 +1,366 @@
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+"__fixed_input vec4 gl_FragCoord;\n"
+"__fixed_input bool gl_FrontFacing;\n"
+"__fixed_output vec4 gl_FragColor;\n"
+"__fixed_output vec4 gl_FragData[gl_MaxDrawBuffers];\n"
+"__fixed_output float gl_FragDepth;\n"
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+"vec4 texture1D (sampler1D sampler, float coord, float bias) {\n"
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+"vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias) {\n"
+" return texture2D (sampler, vec2 (coord.s / coord.p, coord.t / coord.p), bias);\n"
+"}\n"
+"vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias) {\n"
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+"vec4 texture3D (sampler3D sampler, vec3 coord, float bias) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias) {\n"
+" return texture3DProj (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q),\n"
+" bias);\n"
+"}\n"
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+"vec4 textureCube (samplerCube sampler, vec3 coord, float bias) {\n"
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+"vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias) {\n"
+" return vec4 (0.0);\n"
+"}\n"
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+"vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias) {\n"
+" return vec4 (0.0);\n"
+"}\n"
+"vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord, float bias) {\n"
+" return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), bias);\n"
+"}\n"
+"vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias) {\n"
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+"float fwidth (float p) {\n"
+" return abs (dFdx (p)) + abs (dFdy (p));\n"
+"}\n"
+"vec2 fwidth (vec2 p) {\n"
+" return abs (dFdx (p)) + abs (dFdy (p));\n"
+"}\n"
+"vec3 fwidth (vec3 p) {\n"
+" return abs (dFdx (p)) + abs (dFdy (p));\n"
+"}\n"
+"vec4 fwidth (vec4 p) {\n"
+" return abs (dFdx (p)) + abs (dFdy (p));\n"
+"}\n"
+"\n"