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+/*
+ * Mesa 3-D graphics library
+ * Version: 7.3
+ *
+ * Copyright (C) 2006 Brian Paul All Rights Reserved.
+ * Copyright (C) 2008 VMware, Inc. 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.
+ */
+
+//
+// From Shader Spec, ver. 1.10, rev. 59
+//
+
+// Note: the values assigned to these constants here aren't actually used.
+// They're set by the compiler according to the GL context limits.
+// See slang_simplify.c
+const int gl_MaxLights = 8;
+const int gl_MaxClipPlanes = 6;
+const int gl_MaxTextureUnits = 8;
+const int gl_MaxTextureCoords = 8;
+const int gl_MaxVertexAttribs = 16;
+const int gl_MaxVertexUniformComponents = 512;
+const int gl_MaxVaryingFloats = 32;
+const int gl_MaxVertexTextureImageUnits = 0;
+const int gl_MaxCombinedTextureImageUnits = 2;
+const int gl_MaxTextureImageUnits = 2;
+const int gl_MaxFragmentUniformComponents = 64;
+const int gl_MaxDrawBuffers = 1;
+
+uniform mat4 gl_ModelViewMatrix;
+uniform mat4 gl_ProjectionMatrix;
+uniform mat4 gl_ModelViewProjectionMatrix;
+uniform mat4 gl_TextureMatrix[gl_MaxTextureCoords];
+
+uniform mat3 gl_NormalMatrix;
+
+uniform mat4 gl_ModelViewMatrixInverse;
+uniform mat4 gl_ProjectionMatrixInverse;
+uniform mat4 gl_ModelViewProjectionMatrixInverse;
+uniform mat4 gl_TextureMatrixInverse[gl_MaxTextureCoords];
+
+uniform mat4 gl_ModelViewMatrixTranspose;
+uniform mat4 gl_ProjectionMatrixTranspose;
+uniform mat4 gl_ModelViewProjectionMatrixTranspose;
+uniform mat4 gl_TextureMatrixTranspose[gl_MaxTextureCoords];
+
+uniform mat4 gl_ModelViewMatrixInverseTranspose;
+uniform mat4 gl_ProjectionMatrixInverseTranspose;
+uniform mat4 gl_ModelViewProjectionMatrixInverseTranspose;
+uniform mat4 gl_TextureMatrixInverseTranspose[gl_MaxTextureCoords];
+
+uniform float gl_NormalScale;
+
+struct gl_DepthRangeParameters {
+ float near;
+ float far;
+ float diff;
+};
+
+uniform gl_DepthRangeParameters gl_DepthRange;
+
+uniform vec4 gl_ClipPlane[gl_MaxClipPlanes];
+
+struct gl_PointParameters {
+ float size;
+ float sizeMin;
+ float sizeMax;
+ float fadeThresholdSize;
+ float distanceConstantAttenuation;
+ float distanceLinearAttenuation;
+ float distanceQuadraticAttenuation;
+};
+
+uniform gl_PointParameters gl_Point;
+
+struct gl_MaterialParameters {
+ vec4 emission;
+ vec4 ambient;
+ vec4 diffuse;
+ vec4 specular;
+ float shininess;
+};
+
+uniform gl_MaterialParameters gl_FrontMaterial;
+uniform gl_MaterialParameters gl_BackMaterial;
+
+/* NOTE: the order of these fields is significant!
+ * See the definition of the lighting state vars such as STATE_SPOT_DIRECTION.
+ */
+struct gl_LightSourceParameters {
+ vec4 ambient;
+ vec4 diffuse;
+ vec4 specular;
+ vec4 position;
+ vec4 halfVector;
+ vec3 spotDirection;
+ float spotCosCutoff;
+
+ float constantAttenuation;
+ float linearAttenuation;
+ float quadraticAttenuation;
+ float spotExponent;
+
+ float spotCutoff;
+};
+
+uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights];
+
+struct gl_LightModelParameters {
+ vec4 ambient;
+};
+
+uniform gl_LightModelParameters gl_LightModel;
+
+struct gl_LightModelProducts {
+ vec4 sceneColor;
+};
+
+uniform gl_LightModelProducts gl_FrontLightModelProduct;
+uniform gl_LightModelProducts gl_BackLightModelProduct;
+
+struct gl_LightProducts {
+ vec4 ambient;
+ vec4 diffuse;
+ vec4 specular;
+};
+
+uniform gl_LightProducts gl_FrontLightProduct[gl_MaxLights];
+uniform gl_LightProducts gl_BackLightProduct[gl_MaxLights];
+
+uniform vec4 gl_TextureEnvColor[gl_MaxTextureImageUnits];
+uniform vec4 gl_EyePlaneS[gl_MaxTextureCoords];
+uniform vec4 gl_EyePlaneT[gl_MaxTextureCoords];
+uniform vec4 gl_EyePlaneR[gl_MaxTextureCoords];
+uniform vec4 gl_EyePlaneQ[gl_MaxTextureCoords];
+uniform vec4 gl_ObjectPlaneS[gl_MaxTextureCoords];
+uniform vec4 gl_ObjectPlaneT[gl_MaxTextureCoords];
+uniform vec4 gl_ObjectPlaneR[gl_MaxTextureCoords];
+uniform vec4 gl_ObjectPlaneQ[gl_MaxTextureCoords];
+
+struct gl_FogParameters {
+ vec4 color;
+ float density;
+ float start;
+ float end;
+ float scale;
+};
+
+uniform gl_FogParameters gl_Fog;
+
+
+
+
+
+//
+// 8.1 Angle and Trigonometry Functions
+//
+
+//// radians
+
+float radians(const float deg)
+{
+ const float c = 3.1415926 / 180.0;
+ __asm vec4_multiply __retVal, deg, c;
+}
+
+vec2 radians(const vec2 deg)
+{
+ const float c = 3.1415926 / 180.0;
+ __asm vec4_multiply __retVal.xy, deg.xy, c.xx;
+}
+
+vec3 radians(const vec3 deg)
+{
+ const float c = 3.1415926 / 180.0;
+ __asm vec4_multiply __retVal.xyz, deg.xyz, c.xxx;
+}
+
+vec4 radians(const vec4 deg)
+{
+ const float c = 3.1415926 / 180.0;
+ __asm vec4_multiply __retVal, deg, c.xxxx;
+}
+
+
+//// degrees
+
+float degrees(const float rad)
+{
+ const float c = 180.0 / 3.1415926;
+ __asm vec4_multiply __retVal, rad, c;
+}
+
+vec2 degrees(const vec2 rad)
+{
+ const float c = 180.0 / 3.1415926;
+ __asm vec4_multiply __retVal.xy, rad.xy, c.xx;
+}
+
+vec3 degrees(const vec3 rad)
+{
+ const float c = 180.0 / 3.1415926;
+ __asm vec4_multiply __retVal.xyz, rad.xyz, c.xxx;
+}
+
+vec4 degrees(const vec4 rad)
+{
+ const float c = 180.0 / 3.1415926;
+ __asm vec4_multiply __retVal, rad, c.xxxx;
+}
+
+
+//// sin
+
+float sin(const float radians)
+{
+ __asm float_sine __retVal, radians;
+}
+
+vec2 sin(const vec2 radians)
+{
+ __asm float_sine __retVal.x, radians.x;
+ __asm float_sine __retVal.y, radians.y;
+}
+
+vec3 sin(const vec3 radians)
+{
+ __asm float_sine __retVal.x, radians.x;
+ __asm float_sine __retVal.y, radians.y;
+ __asm float_sine __retVal.z, radians.z;
+}
+
+vec4 sin(const vec4 radians)
+{
+ __asm float_sine __retVal.x, radians.x;
+ __asm float_sine __retVal.y, radians.y;
+ __asm float_sine __retVal.z, radians.z;
+ __asm float_sine __retVal.w, radians.w;
+}
+
+
+//// cos
+
+float cos(const float radians)
+{
+ __asm float_cosine __retVal, radians;
+}
+
+vec2 cos(const vec2 radians)
+{
+ __asm float_cosine __retVal.x, radians.x;
+ __asm float_cosine __retVal.y, radians.y;
+}
+
+vec3 cos(const vec3 radians)
+{
+ __asm float_cosine __retVal.x, radians.x;
+ __asm float_cosine __retVal.y, radians.y;
+ __asm float_cosine __retVal.z, radians.z;
+}
+
+vec4 cos(const vec4 radians)
+{
+ __asm float_cosine __retVal.x, radians.x;
+ __asm float_cosine __retVal.y, radians.y;
+ __asm float_cosine __retVal.z, radians.z;
+ __asm float_cosine __retVal.w, radians.w;
+}
+
+
+
+//// tan
+
+float tan(const float angle)
+{
+ const float s = sin(angle);
+ const float c = cos(angle);
+ return s / c;
+}
+
+vec2 tan(const vec2 angle)
+{
+ const vec2 s = sin(angle);
+ const vec2 c = cos(angle);
+ return s / c;
+}
+
+vec3 tan(const vec3 angle)
+{
+ const vec3 s = sin(angle);
+ const vec3 c = cos(angle);
+ return s / c;
+}
+
+vec4 tan(const vec4 angle)
+{
+ const vec4 s = sin(angle);
+ const vec4 c = cos(angle);
+ return s / c;
+}
+
+
+
+float asin(const float x)
+{
+ const float a0 = 1.5707288; // PI/2?
+ const float a1 = -0.2121144;
+ const float a2 = 0.0742610;
+ //const float a3 = -0.0187293;
+ const float halfPi = 3.1415926 * 0.5;
+ const float y = abs(x);
+ // three terms seem to be enough:
+ __retVal = (halfPi - sqrt(1.0 - y) * (a0 + y * (a1 + a2 * y))) * sign(x);
+ // otherwise, try four:
+ //__retVal = (halfPi - sqrt(1.0 - y) * (a0 + y * (a1 + y * (a2 + y * a3)))) * sign(x);
+}
+
+vec2 asin(const vec2 v)
+{
+ __retVal.x = asin(v.x);
+ __retVal.y = asin(v.y);
+}
+
+vec3 asin(const vec3 v)
+{
+ __retVal.x = asin(v.x);
+ __retVal.y = asin(v.y);
+ __retVal.z = asin(v.z);
+}
+
+vec4 asin(const vec4 v)
+{
+ __retVal.x = asin(v.x);
+ __retVal.y = asin(v.y);
+ __retVal.z = asin(v.z);
+ __retVal.w = asin(v.w);
+}
+
+float acos(const float x)
+{
+ const float halfPi = 3.1415926 * 0.5;
+ __retVal = halfPi - asin(x);
+}
+
+vec2 acos(const vec2 v)
+{
+ __retVal.x = acos(v.x);
+ __retVal.y = acos(v.y);
+}
+
+vec3 acos(const vec3 v)
+{
+ __retVal.x = acos(v.x);
+ __retVal.y = acos(v.y);
+ __retVal.z = acos(v.z);
+}
+
+vec4 acos(const vec4 v)
+{
+ __retVal.x = acos(v.x);
+ __retVal.y = acos(v.y);
+ __retVal.z = acos(v.z);
+ __retVal.w = acos(v.w);
+}
+
+float atan(const float x)
+{
+ __retVal = asin(x * inversesqrt(x * x + 1.0));
+}
+
+vec2 atan(const vec2 y_over_x)
+{
+ __retVal.x = atan(y_over_x.x);
+ __retVal.y = atan(y_over_x.y);
+}
+
+vec3 atan(const vec3 y_over_x)
+{
+ __retVal.x = atan(y_over_x.x);
+ __retVal.y = atan(y_over_x.y);
+ __retVal.z = atan(y_over_x.z);
+}
+
+vec4 atan(const vec4 y_over_x)
+{
+ __retVal.x = atan(y_over_x.x);
+ __retVal.y = atan(y_over_x.y);
+ __retVal.z = atan(y_over_x.z);
+ __retVal.w = atan(y_over_x.w);
+}
+
+float atan(const float y, const float x)
+{
+ float r;
+ if (abs(x) > 1.0e-4) {
+ r = atan(y / x);
+ if (x < 0.0) {
+ r = r + sign(y) * 3.141593;
+ }
+ }
+ else {
+ r = sign(y) * 1.5707965; // pi/2
+ }
+ return r;
+}
+
+vec2 atan(const vec2 u, const vec2 v)
+{
+ __retVal.x = atan(u.x, v.x);
+ __retVal.y = atan(u.y, v.y);
+}
+
+vec3 atan(const vec3 u, const vec3 v)
+{
+ __retVal.x = atan(u.x, v.x);
+ __retVal.y = atan(u.y, v.y);
+ __retVal.z = atan(u.z, v.z);
+}
+
+vec4 atan(const vec4 u, const vec4 v)
+{
+ __retVal.x = atan(u.x, v.x);
+ __retVal.y = atan(u.y, v.y);
+ __retVal.z = atan(u.z, v.z);
+ __retVal.w = atan(u.w, v.w);
+}
+
+
+//
+// 8.2 Exponential Functions
+//
+
+//// pow
+
+float pow(const float a, const float b)
+{
+ __asm float_power __retVal, a, b;
+}
+
+vec2 pow(const vec2 a, const vec2 b)
+{
+ __asm float_power __retVal.x, a.x, b.x;
+ __asm float_power __retVal.y, a.y, b.y;
+}
+
+vec3 pow(const vec3 a, const vec3 b)
+{
+ __asm float_power __retVal.x, a.x, b.x;
+ __asm float_power __retVal.y, a.y, b.y;
+ __asm float_power __retVal.z, a.z, b.z;
+}
+
+vec4 pow(const vec4 a, const vec4 b)
+{
+ __asm float_power __retVal.x, a.x, b.x;
+ __asm float_power __retVal.y, a.y, b.y;
+ __asm float_power __retVal.z, a.z, b.z;
+ __asm float_power __retVal.w, a.w, b.w;
+}
+
+
+//// exp
+
+float exp(const float a)
+{
+ // NOTE: log2(e) = 1.44269502
+ float t = a * 1.44269502;
+ __asm float_exp2 __retVal, t;
+}
+
+vec2 exp(const vec2 a)
+{
+ vec2 t = a * 1.44269502;
+ __asm float_exp2 __retVal.x, t.x;
+ __asm float_exp2 __retVal.y, t.y;
+}
+
+vec3 exp(const vec3 a)
+{
+ vec3 t = a * 1.44269502;
+ __asm float_exp2 __retVal.x, t.x;
+ __asm float_exp2 __retVal.y, t.y;
+ __asm float_exp2 __retVal.z, t.z;
+}
+
+vec4 exp(const vec4 a)
+{
+ vec4 t = a * 1.44269502;
+ __asm float_exp2 __retVal.x, t.x;
+ __asm float_exp2 __retVal.y, t.y;
+ __asm float_exp2 __retVal.z, t.z;
+ __asm float_exp2 __retVal.w, t.w;
+}
+
+
+
+//// log2
+
+float log2(const float x)
+{
+ __asm float_log2 __retVal, x;
+}
+
+vec2 log2(const vec2 v)
+{
+ __asm float_log2 __retVal.x, v.x;
+ __asm float_log2 __retVal.y, v.y;
+}
+
+vec3 log2(const vec3 v)
+{
+ __asm float_log2 __retVal.x, v.x;
+ __asm float_log2 __retVal.y, v.y;
+ __asm float_log2 __retVal.z, v.z;
+}
+
+vec4 log2(const vec4 v)
+{
+ __asm float_log2 __retVal.x, v.x;
+ __asm float_log2 __retVal.y, v.y;
+ __asm float_log2 __retVal.z, v.z;
+ __asm float_log2 __retVal.w, v.w;
+}
+
+
+//// log (natural log)
+
+float log(const float x)
+{
+ // note: logBaseB(x) = logBaseN(x) / logBaseN(B)
+ // compute log(x) = log2(x) / log2(e)
+ // c = 1.0 / log2(e) = 0.693147181
+ const float c = 0.693147181;
+ return log2(x) * c;
+}
+
+vec2 log(const vec2 v)
+{
+ const float c = 0.693147181;
+ return log2(v) * c;
+}
+
+vec3 log(const vec3 v)
+{
+ const float c = 0.693147181;
+ return log2(v) * c;
+}
+
+vec4 log(const vec4 v)
+{
+ const float c = 0.693147181;
+ return log2(v) * c;
+}
+
+
+//// exp2
+
+float exp2(const float a)
+{
+ __asm float_exp2 __retVal, a;
+}
+
+vec2 exp2(const vec2 a)
+{
+ __asm float_exp2 __retVal.x, a.x;
+ __asm float_exp2 __retVal.y, a.y;
+}
+
+vec3 exp2(const vec3 a)
+{
+ __asm float_exp2 __retVal.x, a.x;
+ __asm float_exp2 __retVal.y, a.y;
+ __asm float_exp2 __retVal.z, a.z;
+}
+
+vec4 exp2(const vec4 a)
+{
+ __asm float_exp2 __retVal.x, a.x;
+ __asm float_exp2 __retVal.y, a.y;
+ __asm float_exp2 __retVal.z, a.z;
+ __asm float_exp2 __retVal.w, a.w;
+}
+
+
+//// sqrt
+
+float sqrt(const float x)
+{
+ const float nx = -x;
+ float r;
+ __asm float_rsq r, x;
+ r = r * x;
+ __asm vec4_cmp __retVal, nx, r, 0.0;
+}
+
+vec2 sqrt(const vec2 x)
+{
+ const vec2 nx = -x, zero = vec2(0.0);
+ vec2 r;
+ __asm float_rsq r.x, x.x;
+ __asm float_rsq r.y, x.y;
+ r = r * x;
+ __asm vec4_cmp __retVal, nx, r, zero;
+}
+
+vec3 sqrt(const vec3 x)
+{
+ const vec3 nx = -x, zero = vec3(0.0);
+ vec3 r;
+ __asm float_rsq r.x, x.x;
+ __asm float_rsq r.y, x.y;
+ __asm float_rsq r.z, x.z;
+ r = r * x;
+ __asm vec4_cmp __retVal, nx, r, zero;
+}
+
+vec4 sqrt(const vec4 x)
+{
+ const vec4 nx = -x, zero = vec4(0.0);
+ vec4 r;
+ __asm float_rsq r.x, x.x;
+ __asm float_rsq r.y, x.y;
+ __asm float_rsq r.z, x.z;
+ __asm float_rsq r.w, x.w;
+ r = r * x;
+ __asm vec4_cmp __retVal, nx, r, zero;
+}
+
+
+//// inversesqrt
+
+float inversesqrt(const float x)
+{
+ __asm float_rsq __retVal.x, x;
+}
+
+vec2 inversesqrt(const vec2 v)
+{
+ __asm float_rsq __retVal.x, v.x;
+ __asm float_rsq __retVal.y, v.y;
+}
+
+vec3 inversesqrt(const vec3 v)
+{
+ __asm float_rsq __retVal.x, v.x;
+ __asm float_rsq __retVal.y, v.y;
+ __asm float_rsq __retVal.z, v.z;
+}
+
+vec4 inversesqrt(const vec4 v)
+{
+ __asm float_rsq __retVal.x, v.x;
+ __asm float_rsq __retVal.y, v.y;
+ __asm float_rsq __retVal.z, v.z;
+ __asm float_rsq __retVal.w, v.w;
+}
+
+
+//// normalize
+
+float normalize(const float x)
+{
+ __retVal = 1.0;
+}
+
+vec2 normalize(const vec2 v)
+{
+ const float s = inversesqrt(dot(v, v));
+ __asm vec4_multiply __retVal.xy, v, s;
+}
+
+vec3 normalize(const vec3 v)
+{
+// const float s = inversesqrt(dot(v, v));
+// __retVal = v * s;
+// XXX note, we _could_ use __retVal.w instead of tmp and save a
+// register, but that's actually a compilation error because v is a vec3
+// and the .w suffix is illegal. Oh well.
+ float tmp;
+ __asm vec3_dot tmp, v, v;
+ __asm float_rsq tmp, tmp;
+ __asm vec4_multiply __retVal.xyz, v, tmp;
+}
+
+vec4 normalize(const vec4 v)
+{
+ float tmp;
+ __asm vec4_dot tmp, v, v;
+ __asm float_rsq tmp, tmp;
+ __asm vec4_multiply __retVal.xyz, v, tmp;
+}
+
+
+
+//
+// 8.3 Common Functions
+//
+
+
+//// abs
+
+float abs(const float a)
+{
+ __asm vec4_abs __retVal, a;
+}
+
+vec2 abs(const vec2 a)
+{
+ __asm vec4_abs __retVal.xy, a;
+}
+
+vec3 abs(const vec3 a)
+{
+ __asm vec4_abs __retVal.xyz, a;
+}
+
+vec4 abs(const vec4 a)
+{
+ __asm vec4_abs __retVal, a;
+}
+
+
+//// sign
+
+float sign(const float x)
+{
+ float p, n;
+ __asm vec4_sgt p, x, 0.0; // p = (x > 0)
+ __asm vec4_sgt n, 0.0, x; // n = (x < 0)
+ __asm vec4_subtract __retVal, p, n; // sign = p - n
+}
+
+vec2 sign(const vec2 v)
+{
+ vec2 p, n;
+ __asm vec4_sgt p.xy, v, 0.0;
+ __asm vec4_sgt n.xy, 0.0, v;
+ __asm vec4_subtract __retVal.xy, p, n;
+}
+
+vec3 sign(const vec3 v)
+{
+ vec3 p, n;
+ __asm vec4_sgt p.xyz, v, 0.0;
+ __asm vec4_sgt n.xyz, 0.0, v;
+ __asm vec4_subtract __retVal.xyz, p, n;
+}
+
+vec4 sign(const vec4 v)
+{
+ vec4 p, n;
+ __asm vec4_sgt p, v, 0.0;
+ __asm vec4_sgt n, 0.0, v;
+ __asm vec4_subtract __retVal, p, n;
+}
+
+
+//// floor
+
+float floor(const float a)
+{
+ __asm vec4_floor __retVal, a;
+}
+
+vec2 floor(const vec2 a)
+{
+ __asm vec4_floor __retVal.xy, a;
+}
+
+vec3 floor(const vec3 a)
+{
+ __asm vec4_floor __retVal.xyz, a;
+}
+
+vec4 floor(const vec4 a)
+{
+ __asm vec4_floor __retVal, a;
+}
+
+
+//// ceil
+
+float ceil(const float a)
+{
+ // XXX this could be improved
+ float b = -a;
+ __asm vec4_floor b, b;
+ __retVal = -b;
+}
+
+vec2 ceil(const vec2 a)
+{
+ vec2 b = -a;
+ __asm vec4_floor b, b;
+ __retVal.xy = -b;
+}
+
+vec3 ceil(const vec3 a)
+{
+ vec3 b = -a;
+ __asm vec4_floor b, b;
+ __retVal.xyz = -b;
+}
+
+vec4 ceil(const vec4 a)
+{
+ vec4 b = -a;
+ __asm vec4_floor b, b;
+ __retVal = -b;
+}
+
+
+//// fract
+
+float fract(const float a)
+{
+ __asm vec4_frac __retVal, a;
+}
+
+vec2 fract(const vec2 a)
+{
+ __asm vec4_frac __retVal.xy, a;
+}
+
+vec3 fract(const vec3 a)
+{
+ __asm vec4_frac __retVal.xyz, a;
+}
+
+vec4 fract(const vec4 a)
+{
+ __asm vec4_frac __retVal, a;
+}
+
+
+//// mod (very untested!)
+
+float mod(const float a, const float b)
+{
+ float oneOverB;
+ __asm float_rcp oneOverB, b;
+ __retVal = a - b * floor(a * oneOverB);
+}
+
+vec2 mod(const vec2 a, const float b)
+{
+ float oneOverB;
+ __asm float_rcp oneOverB, b;
+ __retVal.xy = a - b * floor(a * oneOverB);
+}
+
+vec3 mod(const vec3 a, const float b)
+{
+ float oneOverB;
+ __asm float_rcp oneOverB, b;
+ __retVal.xyz = a - b * floor(a * oneOverB);
+}
+
+vec4 mod(const vec4 a, const float b)
+{
+ float oneOverB;
+ __asm float_rcp oneOverB, b;
+ __retVal = a - b * floor(a * oneOverB);
+}
+
+vec2 mod(const vec2 a, const vec2 b)
+{
+ vec2 oneOverB;
+ __asm float_rcp oneOverB.x, b.x;
+ __asm float_rcp oneOverB.y, b.y;
+ __retVal = a - b * floor(a * oneOverB);
+}
+
+vec3 mod(const vec3 a, const vec3 b)
+{
+ vec3 oneOverB;
+ __asm float_rcp oneOverB.x, b.x;
+ __asm float_rcp oneOverB.y, b.y;
+ __asm float_rcp oneOverB.z, b.z;
+ __retVal = a - b * floor(a * oneOverB);
+}
+
+vec4 mod(const vec4 a, const vec4 b)
+{
+ vec4 oneOverB;
+ __asm float_rcp oneOverB.x, b.x;
+ __asm float_rcp oneOverB.y, b.y;
+ __asm float_rcp oneOverB.z, b.z;
+ __asm float_rcp oneOverB.w, b.w;
+ __retVal = a - b * floor(a * oneOverB);
+}
+
+
+//// min
+
+float min(const float a, const float b)
+{
+ __asm vec4_min __retVal, a, b;
+}
+
+vec2 min(const vec2 a, const vec2 b)
+{
+ __asm vec4_min __retVal.xy, a.xy, b.xy;
+}
+
+vec3 min(const vec3 a, const vec3 b)
+{
+ __asm vec4_min __retVal.xyz, a.xyz, b.xyz;
+}
+
+vec4 min(const vec4 a, const vec4 b)
+{
+ __asm vec4_min __retVal, a, b;
+}
+
+vec2 min(const vec2 a, const float b)
+{
+ __asm vec4_min __retVal, a.xy, b;
+}
+
+vec3 min(const vec3 a, const float b)
+{
+ __asm vec4_min __retVal, a.xyz, b;
+}
+
+vec4 min(const vec4 a, const float b)
+{
+ __asm vec4_min __retVal, a, b;
+}
+
+
+//// max
+
+float max(const float a, const float b)
+{
+ __asm vec4_max __retVal, a, b;
+}
+
+vec2 max(const vec2 a, const vec2 b)
+{
+ __asm vec4_max __retVal.xy, a.xy, b.xy;
+}
+
+vec3 max(const vec3 a, const vec3 b)
+{
+ __asm vec4_max __retVal.xyz, a.xyz, b.xyz;
+}
+
+vec4 max(const vec4 a, const vec4 b)
+{
+ __asm vec4_max __retVal, a, b;
+}
+
+vec2 max(const vec2 a, const float b)
+{
+ __asm vec4_max __retVal, a.xy, b;
+}
+
+vec3 max(const vec3 a, const float b)
+{
+ __asm vec4_max __retVal, a.xyz, b;
+}
+
+vec4 max(const vec4 a, const float b)
+{
+ __asm vec4_max __retVal, a, b;
+}
+
+
+//// clamp
+
+float clamp(const float val, const float minVal, const float maxVal)
+{
+ __asm vec4_clamp __retVal, val, minVal, maxVal;
+}
+
+vec2 clamp(const vec2 val, const float minVal, const float maxVal)
+{
+ __asm vec4_clamp __retVal, val, minVal, maxVal;
+}
+
+vec3 clamp(const vec3 val, const float minVal, const float maxVal)
+{
+ __asm vec4_clamp __retVal, val, minVal, maxVal;
+}
+
+vec4 clamp(const vec4 val, const float minVal, const float maxVal)
+{
+ __asm vec4_clamp __retVal, val, minVal, maxVal;
+}
+
+vec2 clamp(const vec2 val, const vec2 minVal, const vec2 maxVal)
+{
+ __asm vec4_clamp __retVal, val, minVal, maxVal;
+}
+
+vec3 clamp(const vec3 val, const vec3 minVal, const vec3 maxVal)
+{
+ __asm vec4_clamp __retVal, val, minVal, maxVal;
+}
+
+vec4 clamp(const vec4 val, const vec4 minVal, const vec4 maxVal)
+{
+ __asm vec4_clamp __retVal, val, minVal, maxVal;
+}
+
+
+//// mix
+
+float mix(const float x, const float y, const float a)
+{
+ __asm vec4_lrp __retVal, a, y, x;
+}
+
+vec2 mix(const vec2 x, const vec2 y, const float a)
+{
+ __asm vec4_lrp __retVal, a, y, x;
+}
+
+vec3 mix(const vec3 x, const vec3 y, const float a)
+{
+ __asm vec4_lrp __retVal, a, y, x;
+}
+
+vec4 mix(const vec4 x, const vec4 y, const float a)
+{
+ __asm vec4_lrp __retVal, a, y, x;
+}
+
+vec2 mix(const vec2 x, const vec2 y, const vec2 a)
+{
+ __asm vec4_lrp __retVal, a, y, x;
+}
+
+vec3 mix(const vec3 x, const vec3 y, const vec3 a)
+{
+ __asm vec4_lrp __retVal, a, y, x;
+}
+
+vec4 mix(const vec4 x, const vec4 y, const vec4 a)
+{
+ __asm vec4_lrp __retVal, a, y, x;
+}
+
+
+//// step
+
+float step(const float edge, const float x)
+{
+ __asm vec4_sge __retVal, x, edge;
+}
+
+vec2 step(const vec2 edge, const vec2 x)
+{
+ __asm vec4_sge __retVal.xy, x, edge;
+}
+
+vec3 step(const vec3 edge, const vec3 x)
+{
+ __asm vec4_sge __retVal.xyz, x, edge;
+}
+
+vec4 step(const vec4 edge, const vec4 x)
+{
+ __asm vec4_sge __retVal, x, edge;
+}
+
+vec2 step(const float edge, const vec2 v)
+{
+ __asm vec4_sge __retVal.xy, v, edge;
+}
+
+vec3 step(const float edge, const vec3 v)
+{
+ __asm vec4_sge __retVal.xyz, v, edge;
+}
+
+vec4 step(const float edge, const vec4 v)
+{
+ __asm vec4_sge __retVal, v, edge;
+}
+
+
+//// smoothstep
+
+float smoothstep(const float edge0, const float edge1, const float x)
+{
+ float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);
+ return t * t * (3.0 - 2.0 * t);
+}
+
+vec2 smoothstep(const vec2 edge0, const vec2 edge1, const vec2 v)
+{
+ vec2 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
+ return t * t * (3.0 - 2.0 * t);
+}
+
+vec3 smoothstep(const vec3 edge0, const vec3 edge1, const vec3 v)
+{
+ vec3 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
+ return t * t * (3.0 - 2.0 * t);
+}
+
+vec4 smoothstep(const vec4 edge0, const vec4 edge1, const vec4 v)
+{
+ vec4 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
+ return t * t * (3.0 - 2.0 * t);
+}
+
+vec2 smoothstep(const float edge0, const float edge1, const vec2 v)
+{
+ vec2 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
+ return t * t * (3.0 - 2.0 * t);
+}
+
+vec3 smoothstep(const float edge0, const float edge1, const vec3 v)
+{
+ vec3 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
+ return t * t * (3.0 - 2.0 * t);
+}
+
+vec4 smoothstep(const float edge0, const float edge1, const vec4 v)
+{
+ vec4 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0);
+ return t * t * (3.0 - 2.0 * t);
+}
+
+
+
+//
+// 8.4 Geometric Functions
+//
+
+
+//// length
+
+float length(const float x)
+{
+ return abs(x);
+}
+
+float length(const vec2 v)
+{
+ float r;
+ const float p = dot(v, v); // p = v.x * v.x + v.y * v.y
+ __asm float_rsq r, p; // r = 1 / sqrt(p)
+ __retVal = p * r; // p * r = sqrt(p);
+}
+
+float length(const vec3 v)
+{
+ float r;
+ const float p = dot(v, v); // p = v.x * v.x + v.y * v.y + v.z * v.z
+ __asm float_rsq r, p; // r = 1 / sqrt(p)
+ __retVal = p * r; // p * r = sqrt(p);
+}
+
+float length(const vec4 v)
+{
+ float r;
+ const float p = dot(v, v); // p = v.x * v.x + v.y * v.y + ...
+ __asm float_rsq r, p; // r = 1 / sqrt(p)
+ __retVal = p * r; // p * r = sqrt(p);
+}
+
+
+//// distance
+
+float distance(const float x, const float y)
+{
+ const float d = x - y;
+ __retVal = length(d);
+}
+
+float distance(const vec2 v, const vec2 u)
+{
+ const vec2 d2 = v - u;
+ __retVal = length(d2);
+}
+
+float distance(const vec3 v, const vec3 u)
+{
+ const vec3 d3 = v - u;
+ __retVal = length(d3);
+}
+
+float distance(const vec4 v, const vec4 u)
+{
+ const vec4 d4 = v - u;
+ __retVal = length(d4);
+}
+
+
+//// cross
+
+vec3 cross(const vec3 v, const vec3 u)
+{
+ __asm vec3_cross __retVal.xyz, v, u;
+}
+
+
+//// faceforward
+
+float faceforward(const float N, const float I, const float Nref)
+{
+ // this could probably be done better
+ const float d = dot(Nref, I);
+ float s;
+ __asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0
+ return mix(-N, N, s);
+}
+
+vec2 faceforward(const vec2 N, const vec2 I, const vec2 Nref)
+{
+ // this could probably be done better
+ const float d = dot(Nref, I);
+ float s;
+ __asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0
+ return mix(-N, N, s);
+}
+
+vec3 faceforward(const vec3 N, const vec3 I, const vec3 Nref)
+{
+ // this could probably be done better
+ const float d = dot(Nref, I);
+ float s;
+ __asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0
+ return mix(-N, N, s);
+}
+
+vec4 faceforward(const vec4 N, const vec4 I, const vec4 Nref)
+{
+ // this could probably be done better
+ const float d = dot(Nref, I);
+ float s;
+ __asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0
+ return mix(-N, N, s);
+}
+
+
+//// reflect
+
+float reflect(const float I, const float N)
+{
+ return I - 2.0 * dot(N, I) * N;
+}
+
+vec2 reflect(const vec2 I, const vec2 N)
+{
+ return I - 2.0 * dot(N, I) * N;
+}
+
+vec3 reflect(const vec3 I, const vec3 N)
+{
+ return I - 2.0 * dot(N, I) * N;
+}
+
+vec4 reflect(const vec4 I, const vec4 N)
+{
+ return I - 2.0 * dot(N, I) * N;
+}
+
+//// refract
+
+float refract(const float I, const float N, const float eta)
+{
+ float n_dot_i = dot(N, I);
+ float k = 1.0 - eta * eta * (1.0 - n_dot_i * n_dot_i);
+ float retval;
+ if (k < 0.0)
+ retval = 0.0;
+ else
+ retval = eta * I - (eta * n_dot_i + sqrt(k)) * N;
+ return retval;
+}
+
+vec2 refract(const vec2 I, const vec2 N, const float eta)
+{
+ float n_dot_i = dot(N, I);
+ float k = 1.0 - eta * eta * (1.0 - n_dot_i * n_dot_i);
+ vec2 retval;
+ if (k < 0.0)
+ retval = vec2(0.0);
+ else
+ retval = eta * I - (eta * n_dot_i + sqrt(k)) * N;
+ return retval;
+}
+
+vec3 refract(const vec3 I, const vec3 N, const float eta)
+{
+ float n_dot_i = dot(N, I);
+ float k = 1.0 - eta * eta * (1.0 - n_dot_i * n_dot_i);
+ vec3 retval;
+ if (k < 0.0)
+ retval = vec3(0.0);
+ else
+ retval = eta * I - (eta * n_dot_i + sqrt(k)) * N;
+ return retval;
+}
+
+vec4 refract(const vec4 I, const vec4 N, const float eta)
+{
+ float n_dot_i = dot(N, I);
+ float k = 1.0 - eta * eta * (1.0 - n_dot_i * n_dot_i);
+ vec4 retval;
+ if (k < 0.0)
+ retval = vec4(0.0);
+ else
+ retval = eta * I - (eta * n_dot_i + sqrt(k)) * N;
+ return retval;
+}
+
+
+
+
+//
+// 8.5 Matrix Functions
+//
+
+mat2 matrixCompMult (mat2 m, mat2 n) {
+ return mat2 (m[0] * n[0], m[1] * n[1]);
+}
+
+mat3 matrixCompMult (mat3 m, mat3 n) {
+ return mat3 (m[0] * n[0], m[1] * n[1], m[2] * n[2]);
+}
+
+mat4 matrixCompMult (mat4 m, mat4 n) {
+ return mat4 (m[0] * n[0], m[1] * n[1], m[2] * n[2], m[3] * n[3]);
+}
+
+
+
+
+//
+// 8.6 Vector Relational Functions
+//
+
+//// lessThan
+
+bvec2 lessThan(const vec2 u, const vec2 v)
+{
+ __asm vec4_slt __retVal.xy, u, v;
+}
+
+bvec3 lessThan(const vec3 u, const vec3 v)
+{
+ __asm vec4_slt __retVal.xyz, u, v;
+}
+
+bvec4 lessThan(const vec4 u, const vec4 v)
+{
+ __asm vec4_slt __retVal, u, v;
+}
+
+bvec2 lessThan(const ivec2 u, const ivec2 v)
+{
+ __asm vec4_slt __retVal.xy, u, v;
+}
+
+bvec3 lessThan(const ivec3 u, const ivec3 v)
+{
+ __asm vec4_slt __retVal.xyz, u, v;
+}
+
+bvec4 lessThan(const ivec4 u, const ivec4 v)
+{
+ __asm vec4_slt __retVal, u, v;
+}
+
+
+//// lessThanEqual
+
+bvec2 lessThanEqual(const vec2 u, const vec2 v)
+{
+ __asm vec4_sle __retVal.xy, u, v;
+}
+
+bvec3 lessThanEqual(const vec3 u, const vec3 v)
+{
+ __asm vec4_sle __retVal.xyz, u, v;
+}
+
+bvec4 lessThanEqual(const vec4 u, const vec4 v)
+{
+ __asm vec4_sle __retVal, u, v;
+}
+
+bvec2 lessThanEqual(const ivec2 u, const ivec2 v)
+{
+ __asm vec4_sle __retVal.xy, u, v;
+}
+
+bvec3 lessThanEqual(const ivec3 u, const ivec3 v)
+{
+ __asm vec4_sle __retVal.xyz, u, v;
+}
+
+bvec4 lessThanEqual(const ivec4 u, const ivec4 v)
+{
+ __asm vec4_sle __retVal, u, v;
+}
+
+
+//// greaterThan
+
+bvec2 greaterThan(const vec2 u, const vec2 v)
+{
+ __asm vec4_sgt __retVal.xy, u, v;
+}
+
+bvec3 greaterThan(const vec3 u, const vec3 v)
+{
+ __asm vec4_sgt __retVal.xyz, u, v;
+}
+
+bvec4 greaterThan(const vec4 u, const vec4 v)
+{
+ __asm vec4_sgt __retVal, u, v;
+}
+
+bvec2 greaterThan(const ivec2 u, const ivec2 v)
+{
+ __asm vec4_sgt __retVal.xy, u.xy, v.xy;
+}
+
+bvec3 greaterThan(const ivec3 u, const ivec3 v)
+{
+ __asm vec4_sgt __retVal.xyz, u, v;
+}
+
+bvec4 greaterThan(const ivec4 u, const ivec4 v)
+{
+ __asm vec4_sgt __retVal, u, v;
+}
+
+
+//// greaterThanEqual
+
+bvec2 greaterThanEqual(const vec2 u, const vec2 v)
+{
+ __asm vec4_sge __retVal.xy, u, v;
+}
+
+bvec3 greaterThanEqual(const vec3 u, const vec3 v)
+{
+ __asm vec4_sge __retVal.xyz, u, v;
+}
+
+bvec4 greaterThanEqual(const vec4 u, const vec4 v)
+{
+ __asm vec4_sge __retVal, u, v;
+}
+
+bvec2 greaterThanEqual(const ivec2 u, const ivec2 v)
+{
+ __asm vec4_sge __retVal.xy, u, v;
+}
+
+bvec3 greaterThanEqual(const ivec3 u, const ivec3 v)
+{
+ __asm vec4_sge __retVal.xyz, u, v;
+}
+
+bvec4 greaterThanEqual(const ivec4 u, const ivec4 v)
+{
+ __asm vec4_sge __retVal, u, v;
+}
+
+
+//// equal
+
+bvec2 equal(const vec2 u, const vec2 v)
+{
+ __asm vec4_seq __retVal.xy, u, v;
+}
+
+bvec3 equal(const vec3 u, const vec3 v)
+{
+ __asm vec4_seq __retVal.xyz, u, v;
+}
+
+bvec4 equal(const vec4 u, const vec4 v)
+{
+ __asm vec4_seq __retVal, u, v;
+}
+
+bvec2 equal(const ivec2 u, const ivec2 v)
+{
+ __asm vec4_seq __retVal.xy, u, v;
+}
+
+bvec3 equal(const ivec3 u, const ivec3 v)
+{
+ __asm vec4_seq __retVal.xyz, u, v;
+}
+
+bvec4 equal(const ivec4 u, const ivec4 v)
+{
+ __asm vec4_seq __retVal, u, v;
+}
+
+bvec2 equal(const bvec2 u, const bvec2 v)
+{
+ __asm vec4_seq __retVal.xy, u, v;
+}
+
+bvec3 equal(const bvec3 u, const bvec3 v)
+{
+ __asm vec4_seq __retVal.xyz, u, v;
+}
+
+bvec4 equal(const bvec4 u, const bvec4 v)
+{
+ __asm vec4_seq __retVal, u, v;
+}
+
+
+
+
+//// notEqual
+
+bvec2 notEqual(const vec2 u, const vec2 v)
+{
+ __asm vec4_sne __retVal.xy, u, v;
+}
+
+bvec3 notEqual(const vec3 u, const vec3 v)
+{
+ __asm vec4_sne __retVal.xyz, u, v;
+}
+
+bvec4 notEqual(const vec4 u, const vec4 v)
+{
+ __asm vec4_sne __retVal, u, v;
+}
+
+bvec2 notEqual(const ivec2 u, const ivec2 v)
+{
+ __asm vec4_sne __retVal.xy, u, v;
+}
+
+bvec3 notEqual(const ivec3 u, const ivec3 v)
+{
+ __asm vec4_sne __retVal.xyz, u, v;
+}
+
+bvec4 notEqual(const ivec4 u, const ivec4 v)
+{
+ __asm vec4_sne __retVal, u, v;
+}
+
+bvec2 notEqual(const bvec2 u, const bvec2 v)
+{
+ __asm vec4_sne __retVal.xy, u, v;
+}
+
+bvec3 notEqual(const bvec3 u, const bvec3 v)
+{
+ __asm vec4_sne __retVal.xyz, u, v;
+}
+
+bvec4 notEqual(const bvec4 u, const bvec4 v)
+{
+ __asm vec4_sne __retVal, u, v;
+}
+
+
+
+//// any
+
+bool any(const bvec2 v)
+{
+ float sum;
+ __asm vec4_add sum.x, v.x, v.y;
+ __asm vec4_sne __retVal.x, sum.x, 0.0;
+}
+
+bool any(const bvec3 v)
+{
+ float sum;
+ __asm vec4_add sum.x, v.x, v.y;
+ __asm vec4_add sum.x, sum.x, v.z;
+ __asm vec4_sne __retVal.x, sum.x, 0.0;
+}
+
+bool any(const bvec4 v)
+{
+ float sum;
+ __asm vec4_add sum.x, v.x, v.y;
+ __asm vec4_add sum.x, sum.x, v.z;
+ __asm vec4_add sum.x, sum.x, v.w;
+ __asm vec4_sne __retVal.x, sum.x, 0.0;
+}
+
+
+//// all
+
+bool all (const bvec2 v)
+{
+ float prod;
+ __asm vec4_multiply prod, v.x, v.y;
+ __asm vec4_sne __retVal, prod, 0.0;
+}
+
+bool all (const bvec3 v)
+{
+ float prod;
+ __asm vec4_multiply prod, v.x, v.y;
+ __asm vec4_multiply prod, prod, v.z;
+ __asm vec4_sne __retVal, prod, 0.0;
+}
+
+bool all (const bvec4 v)
+{
+ float prod;
+ __asm vec4_multiply prod, v.x, v.y;
+ __asm vec4_multiply prod, prod, v.z;
+ __asm vec4_multiply prod, prod, v.w;
+ __asm vec4_sne __retVal, prod, 0.0;
+}
+
+
+
+//// not
+
+bvec2 not (const bvec2 v)
+{
+ __asm vec4_seq __retVal.xy, v, 0.0;
+}
+
+bvec3 not (const bvec3 v)
+{
+ __asm vec4_seq __retVal.xyz, v, 0.0;
+}
+
+bvec4 not (const bvec4 v)
+{
+ __asm vec4_seq __retVal, v, 0.0;
+}
+
+
+
+//// Texture Lookup Functions (for both fragment and vertex shaders)
+
+vec4 texture1D(const sampler1D sampler, const float coord)
+{
+ __asm vec4_tex_1d __retVal, sampler, coord;
+}
+
+vec4 texture1DProj(const sampler1D sampler, const vec2 coord)
+{
+ // need to swizzle .y into .w
+ __asm vec4_tex_1d_proj __retVal, sampler, coord.xyyy;
+}
+
+vec4 texture1DProj(const sampler1D sampler, const vec4 coord)
+{
+ __asm vec4_tex_1d_proj __retVal, sampler, coord;
+}
+
+
+vec4 texture2D(const sampler2D sampler, const vec2 coord)
+{
+ __asm vec4_tex_2d __retVal, sampler, coord;
+}
+
+vec4 texture2DProj(const sampler2D sampler, const vec3 coord)
+{
+ // need to swizzle 'z' into 'w'.
+ __asm vec4_tex_2d_proj __retVal, sampler, coord.xyzz;
+}
+
+vec4 texture2DProj(const sampler2D sampler, const vec4 coord)
+{
+ __asm vec4_tex_2d_proj __retVal, sampler, coord;
+}
+
+
+vec4 texture3D(const sampler3D sampler, const vec3 coord)
+{
+ __asm vec4_tex_3d __retVal, sampler, coord;
+}
+
+vec4 texture3DProj(const sampler3D sampler, const vec4 coord)
+{
+ __asm vec4_tex_3d_proj __retVal, sampler, coord;
+}
+
+
+vec4 textureCube(const samplerCube sampler, const vec3 coord)
+{
+ __asm vec4_tex_cube __retVal, sampler, coord;
+}
+
+
+
+vec4 shadow1D(const sampler1DShadow sampler, const vec3 coord)
+{
+ __asm vec4_tex_1d_shadow __retVal, sampler, coord;
+}
+
+vec4 shadow1DProj(const sampler1DShadow sampler, const vec4 coord)
+{
+ // .s and .p will be divided by .q
+ __asm vec4_tex_1d_proj_shadow __retVal, sampler, coord;
+}
+
+vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord)
+{
+ __asm vec4_tex_2d_shadow __retVal, sampler, coord;
+}
+
+vec4 shadow2DProj(const sampler2DShadow sampler, const vec4 coord)
+{
+ // .s, .t and .p will be divided by .q
+ __asm vec4_tex_2d_proj_shadow __retVal, sampler, coord;
+}
+
+
+//// GL_ARB_texture_rectangle:
+vec4 texture2DRect(const sampler2DRect sampler, const vec2 coord)
+{
+ __asm vec4_tex_rect __retVal, sampler, coord;
+}
+
+vec4 texture2DRectProj(const sampler2DRect sampler, const vec3 coord)
+{
+ // need to swizzle .y into .w
+ __asm vec4_tex_rect_proj __retVal, sampler, coord.xyzz;
+}
+
+vec4 texture2DRectProj(const sampler2DRect sampler, const vec4 coord)
+{
+ __asm vec4_tex_rect_proj __retVal, sampler, ccoord;
+}
+
+vec4 shadow2DRect(const sampler2DRectShadow sampler, const vec3 coord)
+{
+ __asm vec4_tex_rect_shadow __retVal, sampler, coord;
+}
+
+vec4 shadow2DRectProj(const sampler2DRectShadow sampler, const vec4 coord)
+{
+ __asm vec4_tex_rect_proj_shadow __retVal, sampler, coord;
+}
+
+
+
+//// GL_EXT_texture_array
+vec4 texture1DArray(const sampler1DArray sampler, const vec2 coord)
+{
+ __asm vec4_tex_1d_array __retVal, sampler, coord;
+}
+
+vec4 texture2DArray(const sampler2DArray sampler, const vec3 coord)
+{
+ __asm vec4_tex_2d_array __retVal, sampler, coord;
+}
+
+
+//
+// 8.9 Noise Functions
+//
+// AUTHOR: Stefan Gustavson (stegu@itn.liu.se), Nov 26, 2005
+//
+
+float noise1(const float x)
+{
+ __asm float_noise1 __retVal, x;
+}
+
+
+float noise1(const vec2 x)
+{
+ __asm float_noise2 __retVal, x;
+}
+
+float noise1(const vec3 x)
+{
+ __asm float_noise3 __retVal, x;
+}
+
+float noise1(const vec4 x)
+{
+ __asm float_noise4 __retVal, x;
+}
+
+vec2 noise2(const float x)
+{
+ __retVal.x = noise1(x);
+ __retVal.y = noise1(x + 19.34);
+}
+
+vec2 noise2(const vec2 x)
+{
+ __retVal.x = noise1(x);
+ __retVal.y = noise1(x + vec2(19.34, 7.66));
+}
+
+vec2 noise2(const vec3 x)
+{
+ __retVal.x = noise1(x);
+ __retVal.y = noise1(x + vec3(19.34, 7.66, 3.23));
+}
+
+vec2 noise2(const vec4 x)
+{
+ __retVal.x = noise1(x);
+ __retVal.y = noise1(x + vec4(19.34, 7.66, 3.23, 2.77));
+}
+
+vec3 noise3(const float x)
+{
+ __retVal.x = noise1(x);
+ __retVal.y = noise1(x + 19.34);
+ __retVal.z = noise1(x + 5.47);
+}
+
+vec3 noise3(const vec2 x)
+{
+ __retVal.x = noise1(x);
+ __retVal.y = noise1(x + vec2(19.34, 7.66));
+ __retVal.z = noise1(x + vec2(5.47, 17.85));
+}
+
+vec3 noise3(const vec3 x)
+{
+ __retVal.x = noise1(x);
+ __retVal.y = noise1(x + vec3(19.34, 7.66, 3.23));
+ __retVal.z = noise1(x + vec3(5.47, 17.85, 11.04));
+}
+
+vec3 noise3(const vec4 x)
+{
+ __retVal.x = noise1(x);
+ __retVal.y = noise1(x + vec4(19.34, 7.66, 3.23, 2.77));
+ __retVal.z = noise1(x + vec4(5.47, 17.85, 11.04, 13.19));
+}
+
+vec4 noise4(const float x)
+{
+ __retVal.x = noise1(x);
+ __retVal.y = noise1(x + 19.34);
+ __retVal.z = noise1(x + 5.47);
+ __retVal.w = noise1(x + 23.54);
+}
+
+vec4 noise4(const vec2 x)
+{
+ __retVal.x = noise1(x);
+ __retVal.y = noise1(x + vec2 (19.34, 7.66));
+ __retVal.z = noise1(x + vec2 (5.47, 17.85));
+ __retVal.w = noise1(x + vec2 (23.54, 29.11));
+}
+
+vec4 noise4(const vec3 x)
+{
+ __retVal.x = noise1(x);
+ __retVal.y = noise1(x + vec3(19.34, 7.66, 3.23));
+ __retVal.z = noise1(x + vec3(5.47, 17.85, 11.04));
+ __retVal.w = noise1(x + vec3(23.54, 29.11, 31.91));
+}
+
+vec4 noise4(const vec4 x)
+{
+ __retVal.x = noise1(x);
+ __retVal.y = noise1(x + vec4(19.34, 7.66, 3.23, 2.77));
+ __retVal.z = noise1(x + vec4(5.47, 17.85, 11.04, 13.19));
+ __retVal.w = noise1(x + vec4(23.54, 29.11, 31.91, 37.48));
+}