/* * 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: // - implement dFdx, dFdy, // // // From Shader Spec, ver. 1.10, rev. 59 // __fixed_input vec4 gl_FragCoord; __fixed_input bool gl_FrontFacing; __fixed_output vec4 gl_FragColor; __fixed_output vec4 gl_FragData[gl_MaxDrawBuffers]; __fixed_output float gl_FragDepth; varying vec4 gl_Color; varying vec4 gl_SecondaryColor; varying vec4 gl_TexCoord[gl_MaxTextureCoords]; 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; 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; return texel; } 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) { 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; return texel; } 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; return texel; } 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; return texel; } 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); } // // 8.8 Fragment Processing Functions // float dFdx (float p) { // XXX: return 0.001; } vec2 dFdx (vec2 p) { // XXX: return vec2 (0.001); } vec3 dFdx (vec3 p) { // XXX: return vec3 (0.001); } vec4 dFdx (vec4 p) { // XXX: return vec4 (0.001); } float dFdy (float p) { // XXX: return 0.001; } vec2 dFdy (vec2 p) { // XXX: return vec2 (0.001); } vec3 dFdy (vec3 p) { // XXX: return vec3 (0.001); } 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)); }