/* * 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_output vec4 gl_Position; __fixed_output float gl_PointSize; __fixed_output vec4 gl_ClipVertex; attribute vec4 gl_Color; attribute vec4 gl_SecondaryColor; attribute vec3 gl_Normal; attribute vec4 gl_Vertex; attribute vec4 gl_MultiTexCoord0; attribute vec4 gl_MultiTexCoord1; attribute vec4 gl_MultiTexCoord2; attribute vec4 gl_MultiTexCoord3; attribute vec4 gl_MultiTexCoord4; attribute vec4 gl_MultiTexCoord5; attribute vec4 gl_MultiTexCoord6; attribute vec4 gl_MultiTexCoord7; attribute float gl_FogCoord; varying vec4 gl_FrontColor; varying vec4 gl_BackColor; varying vec4 gl_FrontSecondaryColor; varying vec4 gl_BackSecondaryColor; varying vec4 gl_TexCoord[gl_MaxTextureCoords]; varying float gl_FogFragCoord; // // Geometric Functions // vec4 ftransform () { return gl_ModelViewProjectionMatrix * gl_Vertex; } // // 8.7 Texture Lookup Functions // vec4 texture1DLod (sampler1D sampler, float coord, float lod) { vec4 texel; __asm vec4_tex1d texel, sampler, coord, lod; return texel; } vec4 texture1DProjLod (sampler1D sampler, vec2 coord, float lod) { return texture1DLod (sampler, coord.s / coord.t, lod); } vec4 texture1DProjLod (sampler1D sampler, vec4 coord, float lod) { return texture1DLod (sampler, coord.s / coord.q, lod); } vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod) { vec4 texel; __asm vec4_tex2d texel, sampler, coord, lod; return texel; } vec4 texture2DProjLod (sampler2D sampler, vec3 coord, float lod) { return texture2DLod (sampler, vec2 (coord.s / coord.p, coord.t / coord.p), lod); } vec4 texture2DProjLod (sampler2D sampler, vec4 coord, float lod) { return texture2DLod (sampler, vec2 (coord.s / coord.q, coord.t / coord.q), lod); } vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod) { vec4 texel; __asm vec4_tex3d texel, sampler, coord, lod; return texel; } vec4 texture3DProjLod (sampler3D sampler, vec4 coord, float lod) { return texture3DLod (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q), lod); } vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod) { vec4 texel; __asm vec4_texcube texel, sampler, coord, lod; return texel; } vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod) { vec4 texel; __asm vec4_shad1d texel, sampler, coord, lod; return texel; } vec4 shadow1DProjLod (sampler1DShadow sampler, vec4 coord, float lod) { return shadow1DLod (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), lod); } vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod) { vec4 texel; __asm vec4_shad2d texel, sampler, coord, lod; return texel; } vec4 shadow2DProjLod (sampler2DShadow sampler, vec4 coord, float lod) { return shadow2DLod (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q), lod); }