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/*
* 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));
}
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