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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_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);
}
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