| /* |
| * 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); |
| } |
| |