/* * 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. */ // // 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 (with bias) vec4 texture1D(const sampler1D sampler, const float coord, const float bias) { vec4 coord4; coord4.x = coord; coord4.w = bias; __asm vec4_texb1d __retVal, sampler, coord4; } vec4 texture1DProj(const sampler1D sampler, const vec2 coord, const float bias) { // do projection here (there's no vec4_texbp1d instruction) vec4 pcoord; pcoord.x = coord.x / coord.y; pcoord.w = bias; __asm vec4_texb1d __retVal, sampler, pcoord; } vec4 texture1DProj(const sampler1D sampler, const vec4 coord, const float bias) { // do projection here (there's no vec4_texbp1d instruction) vec4 pcoord; pcoord.x = coord.x / coord.z; pcoord.w = bias; __asm vec4_texb1d __retVal, sampler, pcoord; } vec4 texture2D(const sampler2D sampler, const vec2 coord, const float bias) { vec4 coord4; coord4.xy = coord.xy; coord4.w = bias; __asm vec4_texb2d __retVal, sampler, coord4; } vec4 texture2DProj(const sampler2D sampler, const vec3 coord, const float bias) { // do projection here (there's no vec4_texbp2d instruction) vec4 pcoord; pcoord.xy = coord.xy / coord.z; pcoord.w = bias; __asm vec4_texb2d __retVal, sampler, pcoord; } vec4 texture2DProj(const sampler2D sampler, const vec4 coord, const float bias) { // do projection here (there's no vec4_texbp2d instruction) vec4 pcoord; pcoord.xy = coord.xy / coord.w; pcoord.w = bias; __asm vec4_texb2d __retVal, sampler, pcoord; } vec4 texture3D(const sampler3D sampler, const vec3 coord, const float bias) { vec4 coord4; coord4.xyz = coord.xyz; coord4.w = bias; __asm vec4_texb3d __retVal, sampler, coord4; } vec4 texture3DProj(const sampler3D sampler, const vec4 coord, const float bias) { // do projection here (there's no vec4_texbp3d instruction) vec4 pcoord; pcoord.xyz = coord.xyz / coord.w; pcoord.w = bias; __asm vec4_texb3d __retVal, sampler, pcoord; } vec4 textureCube(const samplerCube sampler, const vec3 coord, const float bias) { vec4 coord4; coord4.xyz = coord; coord4.w = bias; __asm vec4_texcube __retVal, sampler, coord4; } // For shadow textures, we use the regular tex instructions since they should // do the depth comparison step. vec4 shadow1D(const sampler1DShadow sampler, const vec3 coord, const float bias) { vec4 coord4; coord4.xyz = coord; coord4.w = bias; __asm vec4_texb1d __retVal, sampler, coord4; } vec4 shadow1DProj(const sampler1DShadow sampler, const vec4 coord, const float bias) { vec4 pcoord; pcoord.x = coord.x / coord.w; pcoord.z = coord.z; pcoord.w = bias; __asm vec4_texb1d __retVal, sampler, pcoord; } vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord, const float bias) { vec4 coord4; coord4.xyz = coord; coord4.w = bias; __asm vec4_texb2d __retVal, sampler, coord4; } vec4 shadow2DProj(const sampler2DShadow sampler, const vec4 coord, const float bias) { vec4 pcoord; pcoord.xy = coord.xy / coord.w; pcoord.z = coord.z; pcoord.w = bias; __asm vec4_texb2d __retVal, sampler, pcoord; } // // 8.8 Fragment Processing Functions // float dFdx(const float p) { __asm vec4_ddx __retVal.x, p.xxxx; } vec2 dFdx(const vec2 p) { __asm vec4_ddx __retVal.xy, p.xyyy; } vec3 dFdx(const vec3 p) { __asm vec4_ddx __retVal.xyz, p.xyzz; } vec4 dFdx(const vec4 p) { __asm vec4_ddx __retVal, p; } float dFdy(const float p) { __asm vec4_ddy __retVal.x, p.xxxx; } vec2 dFdy(const vec2 p) { __asm vec4_ddy __retVal.xy, p.xyyy; } vec3 dFdy(const vec3 p) { __asm vec4_ddy __retVal.xyz, p.xyzz; } vec4 dFdy(const vec4 p) { __asm vec4_ddy __retVal, p; } float fwidth (const float p) { // XXX hand-write with __asm return abs(dFdx(p)) + abs(dFdy(p)); } vec2 fwidth(const vec2 p) { // XXX hand-write with __asm return abs(dFdx(p)) + abs(dFdy(p)); } vec3 fwidth(const vec3 p) { // XXX hand-write with __asm return abs(dFdx(p)) + abs(dFdy(p)); } vec4 fwidth(const vec4 p) { // XXX hand-write with __asm return abs(dFdx(p)) + abs(dFdy(p)); }