📄 slang_common_builtin_gc.h
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"const int gl_MaxLights = 8;\n"
"const int gl_MaxClipPlanes = 6;\n"
"const int gl_MaxTextureUnits = 2;\n"
"const int gl_MaxTextureCoords = 2;\n"
"const int gl_MaxVertexAttribs = 16;\n"
"const int gl_MaxVertexUniformComponents = 512;\n"
"const int gl_MaxVaryingFloats = 32;\n"
"const int gl_MaxVertexTextureImageUnits = 0;\n"
"const int gl_MaxCombinedTextureImageUnits = 2;\n"
"const int gl_MaxTextureImageUnits = 2;\n"
"const int gl_MaxFragmentUniformComponents = 64;\n"
"const int gl_MaxDrawBuffers = 1;\n"
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"uniform mat4 gl_ModelViewMatrix;\n"
"uniform mat4 gl_ProjectionMatrix;\n"
"uniform mat4 gl_ModelViewProjectionMatrix;\n"
"uniform mat4 gl_TextureMatrix[gl_MaxTextureCoords];\n"
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"uniform mat3 gl_NormalMatrix;\n"
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"uniform mat4 gl_ModelViewMatrixInverse;\n"
"uniform mat4 gl_ProjectionMatrixInverse;\n"
"uniform mat4 gl_ModelViewProjectionMatrixInverse;\n"
"uniform mat4 gl_TextureMatrixInverse[gl_MaxTextureCoords];\n"
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"uniform mat4 gl_ModelViewMatrixTranspose;\n"
"uniform mat4 gl_ProjectionMatrixTranspose;\n"
"uniform mat4 gl_ModelViewProjectionMatrixTranspose;\n"
"uniform mat4 gl_TextureMatrixTranspose[gl_MaxTextureCoords];\n"
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"uniform mat4 gl_ModelViewMatrixInverseTranspose;\n"
"uniform mat4 gl_ProjectionMatrixInverseTranspose;\n"
"uniform mat4 gl_ModelViewProjectionMatrixInverseTranspose;\n"
"uniform mat4 gl_TextureMatrixInverseTranspose[gl_MaxTextureCoords];\n"
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"uniform float gl_NormalScale;\n"
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"struct gl_DepthRangeParameters {\n"
" float near;\n"
" float far;\n"
" float diff;\n"
"};\n"
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"uniform gl_DepthRangeParameters gl_DepthRange;\n"
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"uniform vec4 gl_ClipPlane[gl_MaxClipPlanes];\n"
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"struct gl_PointParameters {\n"
" float size;\n"
" float sizeMin;\n"
" float sizeMax;\n"
" float fadeThresholdSize;\n"
" float distanceConstantAttenuation;\n"
" float distanceLinearAttenuation;\n"
" float distanceQuadraticAttenuation;\n"
"};\n"
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"uniform gl_PointParameters gl_Point;\n"
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"struct gl_MaterialParameters {\n"
" vec4 emission;\n"
" vec4 ambient;\n"
" vec4 diffuse;\n"
" vec4 specular;\n"
" float shininess;\n"
"};\n"
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"uniform gl_MaterialParameters gl_FrontMaterial;\n"
"uniform gl_MaterialParameters gl_BackMaterial;\n"
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"struct gl_LightSourceParameters {\n"
" vec4 ambient;\n"
" vec4 diffuse;\n"
" vec4 specular;\n"
" vec4 position;\n"
" vec4 halfVector;\n"
" vec3 spotDirection;\n"
" float spotExponent;\n"
" float spotCutoff;\n"
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" float spotCosCutoff;\n"
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" float constantAttenuation;\n"
" float linearAttenuation;\n"
" float quadraticAttenuation;\n"
"};\n"
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"uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights];\n"
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"struct gl_LightModelParameters {\n"
" vec4 ambient;\n"
"};\n"
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"uniform gl_LightModelParameters gl_LightModel;\n"
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"struct gl_LightModelProducts {\n"
" vec4 sceneColor;\n"
"};\n"
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"uniform gl_LightModelProducts gl_FrontLightModelProduct;\n"
"uniform gl_LightModelProducts gl_BackLightModelProduct;\n"
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"struct gl_LightProducts {\n"
" vec4 ambient;\n"
" vec4 diffuse;\n"
" vec4 specular;\n"
"};\n"
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"uniform gl_LightProducts gl_FrontLightProduct[gl_MaxLights];\n"
"uniform gl_LightProducts gl_BackLightProduct[gl_MaxLights];\n"
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"uniform vec4 gl_TextureEnvColor[gl_MaxTextureImageUnits];\n"
"uniform vec4 gl_EyePlaneS[gl_MaxTextureCoords];\n"
"uniform vec4 gl_EyePlaneT[gl_MaxTextureCoords];\n"
"uniform vec4 gl_EyePlaneR[gl_MaxTextureCoords];\n"
"uniform vec4 gl_EyePlaneQ[gl_MaxTextureCoords];\n"
"uniform vec4 gl_ObjectPlaneS[gl_MaxTextureCoords];\n"
"uniform vec4 gl_ObjectPlaneT[gl_MaxTextureCoords];\n"
"uniform vec4 gl_ObjectPlaneR[gl_MaxTextureCoords];\n"
"uniform vec4 gl_ObjectPlaneQ[gl_MaxTextureCoords];\n"
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"struct gl_FogParameters {\n"
" vec4 color;\n"
" float density;\n"
" float start;\n"
" float end;\n"
" float scale;\n"
"};\n"
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"uniform gl_FogParameters gl_Fog;\n"
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"float radians (float deg) {\n"
" return 3.141593 * deg / 180.0;\n"
"}\n"
"vec2 radians (vec2 deg) {\n"
" return vec2 (radians (deg.x), radians (deg.y));\n"
"}\n"
"vec3 radians (vec3 deg) {\n"
" return vec3 (radians (deg.x), radians (deg.y), radians (deg.z));\n"
"}\n"
"vec4 radians (vec4 deg) {\n"
" return vec4 (radians (deg.x), radians (deg.y), radians (deg.z), radians (deg.w));\n"
"}\n"
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"float degrees (float rad) {\n"
" return 180.0 * rad / 3.141593;\n"
"}\n"
"vec2 degrees (vec2 rad) {\n"
" return vec2 (degrees (rad.x), degrees (rad.y));\n"
"}\n"
"vec3 degrees (vec3 rad) {\n"
" return vec3 (degrees (rad.x), degrees (rad.y), degrees (rad.z));\n"
"}\n"
"vec4 degrees (vec4 rad) {\n"
" return vec4 (degrees (rad.x), degrees (rad.y), degrees (rad.z), degrees (rad.w));\n"
"}\n"
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"float sin (float angle) {\n"
" return 0.0;\n"
"}\n"
"vec2 sin (vec2 angle) {\n"
" return vec2 (sin (angle.x), sin (angle.y));\n"
"}\n"
"vec3 sin (vec3 angle) {\n"
" return vec3 (sin (angle.x), sin (angle.y), sin (angle.z));\n"
"}\n"
"vec4 sin (vec4 angle) {\n"
" return vec4 (sin (angle.x), sin (angle.y), sin (angle.z), sin (angle.w));\n"
"}\n"
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"float cos (float angle) {\n"
" return sin (angle + 1.5708);\n"
"}\n"
"vec2 cos (vec2 angle) {\n"
" return vec2 (cos (angle.x), cos (angle.y));\n"
"}\n"
"vec3 cos (vec3 angle) {\n"
" return vec3 (cos (angle.x), cos (angle.y), cos (angle.z));\n"
"}\n"
"vec4 cos (vec4 angle) {\n"
" return vec4 (cos (angle.x), cos (angle.y), cos (angle.z), cos (angle.w));\n"
"}\n"
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"float tan (float angle) {\n"
" return sin (angle) / cos (angle);\n"
"}\n"
"vec2 tan (vec2 angle) {\n"
" return vec2 (tan (angle.x), tan (angle.y));\n"
"}\n"
"vec3 tan (vec3 angle) {\n"
" return vec3 (tan (angle.x), tan (angle.y), tan (angle.z));\n"
"}\n"
"vec4 tan (vec4 angle) {\n"
" return vec4 (tan (angle.x), tan (angle.y), tan (angle.z), tan (angle.w));\n"
"}\n"
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"float asin (float x) {\n"
" return 0.0;\n"
"}\n"
"vec2 asin (vec2 x) {\n"
" return vec2 (asin (x.x), asin (x.y));\n"
"}\n"
"vec3 asin (vec3 x) {\n"
" return vec3 (asin (x.x), asin (x.y), asin (x.z));\n"
"}\n"
"vec4 asin (vec4 x) {\n"
" return vec4 (asin (x.x), asin (x.y), asin (x.z), asin (x.w));\n"
"}\n"
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"float acos (float x) {\n"
" return 0.0;\n"
"}\n"
"vec2 acos (vec2 x) {\n"
" return vec2 (acos (x.x), acos (x.y));\n"
"}\n"
"vec3 acos (vec3 x) {\n"
" return vec3 (acos (x.x), acos (x.y), acos (x.z));\n"
"}\n"
"vec4 acos (vec4 x) {\n"
" return vec4 (acos (x.x), acos (x.y), acos (x.z), acos (x.w));\n"
"}\n"
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"float atan (float x, float y) {\n"
" return 0.0;\n"
"}\n"
"vec2 atan (vec2 x, vec2 y) {\n"
" return vec2 (atan (x.x, y.x), atan (x.y, y.y));\n"
"}\n"
"vec3 atan (vec3 x, vec3 y) {\n"
" return vec3 (atan (x.x, y.x), atan (x.y, y.y), atan (x.z, y.z));\n"
"}\n"
"vec4 atan (vec4 x, vec4 y) {\n"
" return vec4 (atan (x.x, y.x), atan (x.y, y.y), atan (x.z, y.z), atan (x.w, y.w));\n"
"}\n"
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"float atan (float y_over_x) {\n"
" return 0.0;\n"
"}\n"
"vec2 atan (vec2 y_over_x) {\n"
" return vec2 (atan (y_over_x.x), atan (y_over_x.y));\n"
"}\n"
"vec3 atan (vec3 y_over_x) {\n"
" return vec3 (atan (y_over_x.x), atan (y_over_x.y), atan (y_over_x.z));\n"
"}\n"
"vec4 atan (vec4 y_over_x) {\n"
" return vec4 (atan (y_over_x.x), atan (y_over_x.y), atan (y_over_x.z), atan (y_over_x.w));\n"
"}\n"
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"float pow (float x, float y) {\n"
" return 0.0;\n"
"}\n"
"vec2 pow (vec2 x, vec2 y) {\n"
" return vec2 (pow (x.x, y.x), pow (x.y, y.y));\n"
"}\n"
"vec3 pow (vec3 x, vec3 y) {\n"
" return vec3 (pow (x.x, y.x), pow (x.y, y.y), pow (x.z, y.z));\n"
"}\n"
"vec4 pow (vec4 x, vec4 y) {\n"
" return vec4 (pow (x.x, y.x), pow (x.y, y.y), pow (x.z, y.z), pow (x.w, y.w));\n"
"}\n"
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"float exp (float x) {\n"
" return pow (2.71828183, x);\n"
"}\n"
"vec2 exp (vec2 x) {\n"
" return vec2 (exp (x.x), exp (x.y));\n"
"}\n"
"vec3 exp (vec3 x) {\n"
" return vec3 (exp (x.x), exp (x.y), exp (x.z));\n"
"}\n"
"vec4 exp (vec4 x) {\n"
" return vec4 (exp (x.x), exp (x.y), exp (x.z), exp (x.w));\n"
"}\n"
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"float log (float x) {\n"
" return log2 (x) / log2 (2.71828183);\n"
"}\n"
"vec2 log (vec2 x) {\n"
" return vec2 (log (x.x), log (x.y));\n"
"}\n"
"vec3 log (vec3 x) {\n"
" return vec3 (log (x.x), log (x.y), log (x.z));\n"
"}\n"
"vec4 log (vec4 x) {\n"
" return vec4 (log (x.x), log (x.y), log (x.z), log (x.w));\n"
"}\n"
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"float exp2 (float x) {\n"
" return pow (2.0, x);\n"
"}\n"
"vec2 exp2 (vec2 x) {\n"
" return vec2 (exp2 (x.x), exp2 (x.y));\n"
"}\n"
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