diff options
Diffstat (limited to 'src/mesa/shader/slang/library/slang_vertex_builtin.gc')
-rwxr-xr-x | src/mesa/shader/slang/library/slang_vertex_builtin.gc | 110 |
1 files changed, 55 insertions, 55 deletions
diff --git a/src/mesa/shader/slang/library/slang_vertex_builtin.gc b/src/mesa/shader/slang/library/slang_vertex_builtin.gc index 37555eb..8afb723 100755 --- a/src/mesa/shader/slang/library/slang_vertex_builtin.gc +++ b/src/mesa/shader/slang/library/slang_vertex_builtin.gc @@ -1,26 +1,26 @@ -/*
- * 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.
- */
+/* + * 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 @@ -54,7 +54,7 @@ varying float gl_FogFragCoord; // // Geometric Functions // -
+ vec4 ftransform () { return gl_ModelViewProjectionMatrix * gl_Vertex; } @@ -63,66 +63,66 @@ vec4 ftransform () { // 8.7 Texture Lookup Functions // -vec4 texture1DLod (sampler1D sampler, float coord, float lod) {
- vec4 texel;
- __asm vec4_tex1d texel, sampler, coord, lod;
+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;
+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) {
+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) {
+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;
+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) {
+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;
+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;
+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;
+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) {
+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); } |