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📄 slang_vertex_builtin.gc

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 GC
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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(){   __retVal = gl_Vertex * gl_ModelViewProjectionMatrixTranspose;}//// 8.7 Texture Lookup Functions// These are pretty much identical to the ones in slang_fragment_builtin.gc// When used in a vertex program, the texture sample instructions should not// be using a LOD term so it's effectively zero.  Adding 'lod' to that does// what we want.//vec4 texture1DLod(const sampler1D sampler, const float coord, const float lod){   vec4 coord4;   coord4.x = coord;   coord4.w = lod;   __asm vec4_texb1d __retVal, sampler, coord4;}vec4 texture1DProjLod(const sampler1D sampler, const vec2 coord, const float lod){   vec4 pcoord;   pcoord.x = coord.x / coord.y;   pcoord.w = lod;   __asm vec4_texb1d __retVal, sampler, pcoord;}vec4 texture1DProjLod(const sampler1D sampler, const vec4 coord, const float lod){   vec4 pcoord;   pcoord.x = coord.x / coord.z;   pcoord.w = lod;   __asm vec4_texb1d __retVal, sampler, pcoord;}vec4 texture2DLod(const sampler2D sampler, const vec2 coord, const float lod){   vec4 coord4;   coord4.xy = coord.xy;   coord4.w = lod;   __asm vec4_texb2d __retVal, sampler, coord4;}vec4 texture2DProjLod(const sampler2D sampler, const vec3 coord, const float lod){   vec4 pcoord;   pcoord.xy = coord.xy / coord.z;   pcoord.w = lod;   __asm vec4_texb2d __retVal, sampler, pcoord;}vec4 texture2DProjLod(const sampler2D sampler, const vec4 coord, const float lod){   vec4 pcoord;   pcoord.xy = coord.xy / coord.z;   pcoord.w = lod;   __asm vec4_texb2d __retVal, sampler, pcoord;}vec4 texture3DLod(const sampler3D sampler, const vec3 coord, const float lod){   vec4 coord4;   coord4.xyz = coord.xyz;   coord4.w = lod;   __asm vec4_texb3d __retVal, sampler, coord4;}vec4 texture3DProjLod(const sampler3D sampler, const vec4 coord, const float lod){   // do projection here (there's no vec4_texbp3d instruction)   vec4 pcoord;   pcoord.xyz = coord.xyz / coord.w;   pcoord.w = lod;   __asm vec4_texb3d __retVal, sampler, pcoord;}vec4 textureCubeLod(const samplerCube sampler, const vec3 coord, const float lod){   vec4 coord4;   coord4.xyz = coord;   coord4.w = lod;   __asm vec4_texcube __retVal, sampler, coord4;}vec4 shadow1DLod(const sampler1DShadow sampler, const vec3 coord, const float lod){   vec4 coord4;   coord4.xyz = coord;   coord4.w = lod;   __asm vec4_texb1d __retVal, sampler, coord4;}vec4 shadow1DProjLod(const sampler1DShadow sampler, const vec4 coord,                     const float lod){   vec4 pcoord;   pcoord.x = coord.x / coord.w;   pcoord.z = coord.z;   pcoord.w = lod;   __asm vec4_texb1d __retVal, sampler, pcoord;}vec4 shadow2DLod(const sampler2DShadow sampler, const vec3 coord, const float lod){   vec4 coord4;   coord4.xyz = coord;   coord4.w = lod;   __asm vec4_texb2d __retVal, sampler, coord4;}vec4 shadow2DProjLod(const sampler2DShadow sampler, const vec4 coord,                     const float lod){   vec4 pcoord;   pcoord.xy = coord.xy / coord.w;   pcoord.z = coord.z;   pcoord.w = lod;   __asm vec4_texb2d __retVal, sampler, pcoord;}

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