// // TODO: // - what to do with ftransform? can it stay in the current form? // - implement texture1DLod, texture2DLod, texture3DLod, textureCubeLod, // - implement shadow1DLod, shadow2DLod, // // // From Shader Spec, ver. 1.051 // // Some OpenGL operations still continue to occur in fixed functionality in between the vertex // processor and the fragment processor. Other OpenGL operations continue to occur in fixed // functionality after the fragment processor. Shaders communicate with the fixed functionality // of OpenGL through the use of built-in variables. // // The variable gl_Position is available only in the vertex language and is intended for writing // the homogeneous vertex position. All executions of a well-formed vertex shader must write // a value into this variable. It can be written at any time during shader execution. It may also // be read back by the shader after being written. This value will be used by primitive assembly, // clipping, culling, and other fixed functionality operations that operate on primitives after // vertex processing has occurred. Compilers may generate a diagnostic message if they detect // gl_Position is not written, or read before being written, but not all such cases are detectable. // Results are undefined if a vertex shader is executed and does not write gl_Position. // // The variable gl_PointSize is available only in the vertex language and is intended for a vertex // shader to write the size of the point to be rasterized. It is measured in pixels. // // The variable gl_ClipVertex is available only in the vertex language and provides a place for // vertex shaders to write the coordinate to be used with the user clipping planes. The user must // ensure the clip vertex and user clipping planes are defined in the same coordinate space. User // clip planes work properly only under linear transform. It is undefined what happens under // non-linear transform. // // These built-in vertex shader variables for communicating with fixed functionality are // intrinsically declared with the following types: // vec4 gl_Position; // must be written to float gl_PointSize; // may be written to vec4 gl_ClipVertex; // may be written to // // If gl_PointSize or gl_ClipVertex are not written to, their values are undefined. Any of these // variables can be read back by the shader after writing to them, to retrieve what was written. // Reading them before writing them results in undefined behavior. If they are written more than // once, it is the last value written that is consumed by the subsequent operations. // // These built-in variables have global scope. // // // The following attribute names are built into the OpenGL vertex language and can be used from // within a vertex shader to access the current values of attributes declared by OpenGL. All page // numbers and notations are references to the OpenGL 1.4 specification. // // // Vertex Attributes, p. 19. // 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; // // Unlike user-defined varying variables, the built-in varying variables don’t have a strict // one-to-one correspondence between the vertex language and the fragment language. Two sets are // provided, one for each language. Their relationship is described below. // // The following built-in varying variables are available to write to in a vertex shader. // A particular one should be written to if any functionality in a corresponding fragment shader // or fixed pipeline uses it or state derived from it. Otherwise, behavior is undefined. // varying vec4 gl_FrontColor; varying vec4 gl_BackColor; varying vec4 gl_FrontSecondaryColor; varying vec4 gl_BackSecondaryColor; varying vec4 gl_TexCoord[]; // at most will be gl_MaxTextureCoordsARB varying float gl_FogFragCoord; // // For gl_FogFragCoord, the value written will be used as the “c” value on page 160 of the // OpenGL 1.4 Specification by the fixed functionality pipeline. For example, if the z-coordinate // of the fragment in eye space is desired as “c”, then that's what the vertex shader should write // into gl_FogFragCoord. // // As with all arrays, indices used to subscript gl_TexCoord must either be integral constant // expressions, or this array must be re-declared by the shader with a size. The size can be // at most gl_MaxTextureCoordsARB. Using indexes close to 0 may aid the implementation // in preserving varying resources. // // // The OpenGL Shading Language defines an assortment of built-in convenience functions for scalar // and vector operations. Many of these built-in functions can be used in more than one type // of shader, but some are intended to provide a direct mapping to hardware and so are available // only for a specific type of shader. // // The built-in functions basically fall into three categories: // // • They expose some necessary hardware functionality in a convenient way such as accessing // a texture map. There is no way in the language for these functions to be emulated by a shader. // // • They represent a trivial operation (clamp, mix, etc.) that is very simple for the user // to write, but they are very common and may have direct hardware support. It is a very hard // problem for the compiler to map expressions to complex assembler instructions. // // • They represent an operation graphics hardware is likely to accelerate at some point. The // trigonometry functions fall into this category. // // Many of the functions are similar to the same named ones in common C libraries, but they support // vector input as well as the more traditional scalar input. // // Applications should be encouraged to use the built-in functions rather than do the equivalent // computations in their own shader code since the built-in functions are assumed to be optimal // (e.g., perhaps supported directly in hardware). // // User code can replace built-in functions with their own if they choose, by simply re-declaring // and defining the same name and argument list. // // // Geometric Functions // // These operate on vectors as vectors, not component-wise. // // // For vertex shaders only. This function will ensure that the incoming vertex value will be // transformed in a way that produces exactly the same result as would be produced by OpenGL’s // fixed functionality transform. It is intended to be used to compute gl_Position, e.g., // gl_Position = ftransform() // This function should be used, for example, when an application is rendering the same geometry in // separate passes, and one pass uses the fixed functionality path to render and another pass uses // programmable shaders. // vec4 ftransform () { return gl_ModelViewProjectionMatrix * gl_Vertex; } // // Texture Lookup Functions // // Texture lookup functions are available to both vertex and fragment shaders. However, level // of detail is not computed by fixed functionality for vertex shaders, so there are some // differences in operation between vertex and fragment texture lookups. The functions in the table // below provide access to textures through samplers, as set up through the OpenGL API. Texture // properties such as size, pixel format, number of dimensions, filtering method, number of mip-map // levels, depth comparison, and so on are also defined by OpenGL API calls. Such properties are // taken into account as the texture is accessed via the built-in functions defined below. // // If a non-shadow texture call is made to a sampler whose texture has depth comparisons enabled, // then results are undefined. If a shadow texture call is made to a sampler whose texture does not // have depth comparisions enabled, the results are also undefined. // // In all functions below, the bias parameter is optional for fragment shaders. The bias parameter // is not accepted in a vertex shader. For a fragment shader, if bias is present, it is added to // the calculated level of detail prior to performing the texture access operation. If the bias // parameter is not provided, then the implementation automatically selects level of detail: // For a texture that is not mip-mapped, the texture is used directly. If it is mip-mapped and // running in a fragment shader, the LOD computed by the implementation is used to do the texture // lookup. If it is mip-mapped and running on the vertex shader, then the base texture is used. // // The built-ins suffixed with “Lod” are allowed only in a vertex shader. For the “Lod” functions, // lod is directly used as the level of detail. // // // Use the texture coordinate coord to do a texture lookup in the 1D texture currently bound // to sampler. For the projective (“Proj”) versions, the texture coordinate coord.s is divided by // the last component of coord. // // XXX vec4 texture1DLod (sampler1D sampler, float coord, float lod) { return vec4 (0.0); } 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); } // // Use the texture coordinate coord to do a texture lookup in the 2D texture currently bound // to sampler. For the projective (“Proj”) versions, the texture coordinate (coord.s, coord.t) is // divided by the last component of coord. The third component of coord is ignored for the vec4 // coord variant. // // XXX vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod) { return vec4 (0.0); } 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); } // // Use the texture coordinate coord to do a texture lookup in the 3D texture currently bound // to sampler. For the projective (“Proj”) versions, the texture coordinate is divided by coord.q. // // XXX vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod) { return vec4 (0.0); } vec4 texture3DProjLod (sampler3D sampler, vec4 coord, float lod) { return texture3DLod (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.s / coord.q), lod); } // // Use the texture coordinate coord to do a texture lookup in the cube map texture currently bound // to sampler. The direction of coord is used to select which face to do a 2-dimensional texture // lookup in, as described in section 3.8.6 in version 1.4 of the OpenGL specification. // // XXX vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod) { return vec4 (0.0); } // // Use texture coordinate coord to do a depth comparison lookup on the depth texture bound // to sampler, as described in section 3.8.14 of version 1.4 of the OpenGL specification. The 3rd // component of coord (coord.p) is used as the R value. The texture bound to sampler must be a // depth texture, or results are undefined. For the projective (“Proj”) version of each built-in, // the texture coordinate is divide by coord.q, giving a depth value R of coord.p/coord.q. The // second component of coord is ignored for the “1D” variants. // // XXX vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod) { return vec4 (0.0); } // XXX vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod) { return vec4 (0.0); } vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod) { return shadow1DLod (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), lod); } 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); }