📄 slang_fragment_builtin.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_input vec4 gl_FragCoord;__fixed_input bool gl_FrontFacing;__fixed_output vec4 gl_FragColor;__fixed_output vec4 gl_FragData[gl_MaxDrawBuffers];__fixed_output float gl_FragDepth;varying vec4 gl_Color;varying vec4 gl_SecondaryColor;varying vec4 gl_TexCoord[gl_MaxTextureCoords];varying float gl_FogFragCoord;//// 8.7 Texture Lookup Functions (with bias)vec4 texture1D(const sampler1D sampler, const float coord, const float bias){ vec4 coord4; coord4.x = coord; coord4.w = bias; __asm vec4_texb1d __retVal, sampler, coord4;}vec4 texture1DProj(const sampler1D sampler, const vec2 coord, const float bias){ // do projection here (there's no vec4_texbp1d instruction) vec4 pcoord; pcoord.x = coord.x / coord.y; pcoord.w = bias; __asm vec4_texb1d __retVal, sampler, pcoord;}vec4 texture1DProj(const sampler1D sampler, const vec4 coord, const float bias){ // do projection here (there's no vec4_texbp1d instruction) vec4 pcoord; pcoord.x = coord.x / coord.z; pcoord.w = bias; __asm vec4_texb1d __retVal, sampler, pcoord;}vec4 texture2D(const sampler2D sampler, const vec2 coord, const float bias){ vec4 coord4; coord4.xy = coord.xy; coord4.w = bias; __asm vec4_texb2d __retVal, sampler, coord4;}vec4 texture2DProj(const sampler2D sampler, const vec3 coord, const float bias){ // do projection here (there's no vec4_texbp2d instruction) vec4 pcoord; pcoord.xy = coord.xy / coord.z; pcoord.w = bias; __asm vec4_texb2d __retVal, sampler, pcoord;}vec4 texture2DProj(const sampler2D sampler, const vec4 coord, const float bias){ // do projection here (there's no vec4_texbp2d instruction) vec4 pcoord; pcoord.xy = coord.xy / coord.w; pcoord.w = bias; __asm vec4_texb2d __retVal, sampler, pcoord;}vec4 texture3D(const sampler3D sampler, const vec3 coord, const float bias){ vec4 coord4; coord4.xyz = coord.xyz; coord4.w = bias; __asm vec4_texb3d __retVal, sampler, coord4;}vec4 texture3DProj(const sampler3D sampler, const vec4 coord, const float bias){ // do projection here (there's no vec4_texbp3d instruction) vec4 pcoord; pcoord.xyz = coord.xyz / coord.w; pcoord.w = bias; __asm vec4_texb3d __retVal, sampler, pcoord;}vec4 textureCube(const samplerCube sampler, const vec3 coord, const float bias){ vec4 coord4; coord4.xyz = coord; coord4.w = bias; __asm vec4_texcube __retVal, sampler, coord4;}// For shadow textures, we use the regular tex instructions since they should// do the depth comparison step.vec4 shadow1D(const sampler1DShadow sampler, const vec3 coord, const float bias){ vec4 coord4; coord4.xyz = coord; coord4.w = bias; __asm vec4_texb1d __retVal, sampler, coord4;}vec4 shadow1DProj(const sampler1DShadow sampler, const vec4 coord, const float bias){ vec4 pcoord; pcoord.x = coord.x / coord.w; pcoord.z = coord.z; pcoord.w = bias; __asm vec4_texb1d __retVal, sampler, pcoord;}vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord, const float bias){ vec4 coord4; coord4.xyz = coord; coord4.w = bias; __asm vec4_texb2d __retVal, sampler, coord4;}vec4 shadow2DProj(const sampler2DShadow sampler, const vec4 coord, const float bias){ vec4 pcoord; pcoord.xy = coord.xy / coord.w; pcoord.z = coord.z; pcoord.w = bias; __asm vec4_texb2d __retVal, sampler, pcoord;}//// 8.8 Fragment Processing Functions//float dFdx(const float p){ __asm vec4_ddx __retVal.x, p.xxxx;}vec2 dFdx(const vec2 p){ __asm vec4_ddx __retVal.xy, p.xyyy;}vec3 dFdx(const vec3 p){ __asm vec4_ddx __retVal.xyz, p.xyzz;}vec4 dFdx(const vec4 p){ __asm vec4_ddx __retVal, p;}float dFdy(const float p){ __asm vec4_ddy __retVal.x, p.xxxx;}vec2 dFdy(const vec2 p){ __asm vec4_ddy __retVal.xy, p.xyyy;}vec3 dFdy(const vec3 p){ __asm vec4_ddy __retVal.xyz, p.xyzz;}vec4 dFdy(const vec4 p){ __asm vec4_ddy __retVal, p;}float fwidth (const float p){ // XXX hand-write with __asm return abs(dFdx(p)) + abs(dFdy(p));}vec2 fwidth(const vec2 p){ // XXX hand-write with __asm return abs(dFdx(p)) + abs(dFdy(p));}vec3 fwidth(const vec3 p){ // XXX hand-write with __asm return abs(dFdx(p)) + abs(dFdy(p));}vec4 fwidth(const vec4 p){ // XXX hand-write with __asm return abs(dFdx(p)) + abs(dFdy(p));}
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