From f4092abdf94af6a99aff944d6264bc1284e8bdd4 Mon Sep 17 00:00:00 2001 From: Reinhard Tartler Date: Mon, 10 Oct 2011 17:43:39 +0200 Subject: Imported nx-X11-3.1.0-1.tar.gz Summary: Imported nx-X11-3.1.0-1.tar.gz Keywords: Imported nx-X11-3.1.0-1.tar.gz into Git repository --- .../Mesa/src/mesa/shader/slang/library/gc_to_bin.c | 79 + .../src/mesa/shader/slang/library/gc_to_string.py | 55 + .../shader/slang/library/slang_common_builtin.gc | 1410 ++++++++++++++++++ .../shader/slang/library/slang_common_builtin_gc.h | 1410 ++++++++++++++++++ .../slang/library/slang_common_builtin_gc_bin.h | 943 ++++++++++++ .../src/mesa/shader/slang/library/slang_core.gc | 1565 ++++++++++++++++++++ .../src/mesa/shader/slang/library/slang_core_gc.h | 1565 ++++++++++++++++++++ .../mesa/shader/slang/library/slang_core_gc_bin.h | 490 ++++++ .../shader/slang/library/slang_fragment_builtin.gc | 366 +++++ .../slang/library/slang_fragment_builtin_gc.h | 366 +++++ .../slang/library/slang_fragment_builtin_gc_bin.h | 87 ++ .../src/mesa/shader/slang/library/slang_shader.syn | 1508 +++++++++++++++++++ .../mesa/shader/slang/library/slang_shader_syn.h | 758 ++++++++++ .../mesa/shader/slang/library/slang_version.syn | 118 ++ .../mesa/shader/slang/library/slang_version_syn.h | 64 + .../shader/slang/library/slang_vertex_builtin.gc | 262 ++++ .../shader/slang/library/slang_vertex_builtin_gc.h | 262 ++++ .../slang/library/slang_vertex_builtin_gc_bin.h | 82 + 18 files changed, 11390 insertions(+) create mode 100755 nx-X11/extras/Mesa/src/mesa/shader/slang/library/gc_to_bin.c create mode 100644 nx-X11/extras/Mesa/src/mesa/shader/slang/library/gc_to_string.py create mode 100755 nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin.gc create mode 100644 nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin_gc.h create mode 100755 nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin_gc_bin.h create mode 100755 nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_core.gc create mode 100644 nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_core_gc.h create mode 100755 nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_core_gc_bin.h create mode 100755 nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_fragment_builtin.gc create mode 100644 nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_fragment_builtin_gc.h create mode 100755 nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_fragment_builtin_gc_bin.h create mode 100644 nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_shader.syn create mode 100644 nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_shader_syn.h create mode 100755 nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_version.syn create mode 100755 nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_version_syn.h create mode 100755 nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin.gc create mode 100644 nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin_gc.h create mode 100755 nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin_gc_bin.h (limited to 'nx-X11/extras/Mesa/src/mesa/shader/slang/library') diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/gc_to_bin.c b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/gc_to_bin.c new file mode 100755 index 000000000..4bd211442 --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/gc_to_bin.c @@ -0,0 +1,79 @@ +#include "../../grammar/grammar_crt.h" +#include "../../grammar/grammar_crt.c" +#include + +static const char *slang_shader_syn = +#include "slang_shader_syn.h" +; + +static void gc_to_bin (grammar id, const char *in, const char *out) +{ + FILE *f; + byte *source, *prod; + unsigned int size, i, line = 0; + + f = fopen (in, "r"); + if (f == NULL) + return; + fseek (f, 0, SEEK_END); + size = ftell (f); + fseek (f, 0, SEEK_SET); + source = (byte *) grammar_alloc_malloc (size + 1); + source[fread (source, 1, size, f)] = '\0'; + fclose (f); + + if (!grammar_fast_check (id, source, &prod, &size, 65536)) + { + grammar_alloc_free (source); + return; + } + + f = fopen (out, "w"); + for (i = 0; i < size; i++) + { + unsigned int a; + if (prod[i] < 10) + a = 1; + else if (prod[i] < 100) + a = 2; + else + a = 3; + if (i < size - 1) + a++; + if (line + a > 100) + { + fprintf (f, "\n"); + line = 0; + } + line += a; + fprintf (f, "%d", prod[i]); + if (i < size - 1) + fprintf (f, ","); + } + fclose (f); + grammar_alloc_free (prod); +} + +int main () +{ + grammar id; + + id = grammar_load_from_text ((const byte *) slang_shader_syn); + if (id == 0) + return 1; + + grammar_set_reg8 (id, (const byte *) "parsing_builtin", 1); + + grammar_set_reg8 (id, (const byte *) "shader_type", 1); + gc_to_bin (id, "slang_core.gc", "slang_core_gc_bin.h"); + gc_to_bin (id, "slang_common_builtin.gc", "slang_common_builtin_gc_bin.h"); + gc_to_bin (id, "slang_fragment_builtin.gc", "slang_fragment_builtin_gc_bin.h"); + + grammar_set_reg8 (id, (const byte *) "shader_type", 2); + gc_to_bin (id, "slang_vertex_builtin.gc", "slang_vertex_builtin_gc_bin.h"); + + grammar_destroy (id); + + return 0; +} + diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/gc_to_string.py b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/gc_to_string.py new file mode 100644 index 000000000..a9d399fc1 --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/gc_to_string.py @@ -0,0 +1,55 @@ +#!/usr/bin/env python + +# Mesa 3-D graphics library +# Version: 6.3 +# +# Copyright (C) 2005 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. + +# author: Michal Krol + +# converts slang source file into a C header containing one big string +# comments and trailing whitespaces are stripped +# C style comments are not supported, only C++ style ones are +# empty lines are kept to maintain line numbers correlation +# escape characters are not handled except for newlines + +# example: +# -- source file +# // some comment +# +# attribute vec4 myPosition; // my vertex data +# -- output file +# "\n" +# "\n" +# "attribute vec4 myPosition;\n" + +# usage: gc_to_string.py filename.gc > filename_gc.h + +import sys + +f = open (sys.argv[1], 'r') +s = f.readline () +while s != '': + s = s[0:s.find ('//')].rstrip () + # output empty lines, too, so line numbers can be tracked + print '\"' + s + '\\n\"' + s = f.readline () +f.close () + diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin.gc b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin.gc new file mode 100755 index 000000000..0b3ed0e88 --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin.gc @@ -0,0 +1,1410 @@ + +// +// TODO: +// - implement sin, asin, acos, atan, pow, log2, floor, ceil, +// - implement texture1D, texture2D, texture3D, textureCube, +// - implement shadow1D, shadow2D, +// - implement noise1, noise2, noise3, noise4, +// + +// +// From Shader Spec, ver. 1.10, rev. 59 +// +// The following built-in constants are provided to vertex and fragment shaders. +// + +// +// Implementation dependent constants. The example values below +// are the minimum values allowed for these maximums. +// + +const int gl_MaxLights = 8; // GL 1.0 +const int gl_MaxClipPlanes = 6; // GL 1.0 +const int gl_MaxTextureUnits = 2; // GL 1.3 +const int gl_MaxTextureCoords = 2; // ARB_fragment_program +const int gl_MaxVertexAttribs = 16; // ARB_vertex_shader +const int gl_MaxVertexUniformComponents = 512; // ARB_vertex_shader +const int gl_MaxVaryingFloats = 32; // ARB_vertex_shader +const int gl_MaxVertexTextureImageUnits = 0; // ARB_vertex_shader +const int gl_MaxCombinedTextureImageUnits = 2; // ARB_vertex_shader +const int gl_MaxTextureImageUnits = 2; // ARB_fragment_shader +const int gl_MaxFragmentUniformComponents = 64; // ARB_fragment_shader +const int gl_MaxDrawBuffers = 1; // proposed ARB_draw_buffers + +// +// As an aid to accessing OpenGL processing state, the following uniform variables are built into +// the OpenGL Shading Language. All page numbers and notations are references to the 1.4 +// specification. +// + +// +// Matrix state. p. 31, 32, 37, 39, 40. +// + +uniform mat4 gl_ModelViewMatrix; +uniform mat4 gl_ProjectionMatrix; +uniform mat4 gl_ModelViewProjectionMatrix; +uniform mat4 gl_TextureMatrix[gl_MaxTextureCoords]; + +// +// Derived matrix state that provides inverse and transposed versions +// of the matrices above. Poorly conditioned matrices may result +// in unpredictable values in their inverse forms. +// +uniform mat3 gl_NormalMatrix; // transpose of the inverse of the + // upper leftmost 3x3 of gl_ModelViewMatrix + +uniform mat4 gl_ModelViewMatrixInverse; +uniform mat4 gl_ProjectionMatrixInverse; +uniform mat4 gl_ModelViewProjectionMatrixInverse; +uniform mat4 gl_TextureMatrixInverse[gl_MaxTextureCoords]; + +uniform mat4 gl_ModelViewMatrixTranspose; +uniform mat4 gl_ProjectionMatrixTranspose; +uniform mat4 gl_ModelViewProjectionMatrixTranspose; +uniform mat4 gl_TextureMatrixTranspose[gl_MaxTextureCoords]; + +uniform mat4 gl_ModelViewMatrixInverseTranspose; +uniform mat4 gl_ProjectionMatrixInverseTranspose; +uniform mat4 gl_ModelViewProjectionMatrixInverseTranspose; +uniform mat4 gl_TextureMatrixInverseTranspose[gl_MaxTextureCoords]; + +// +// Normal scaling p. 39. +// + +uniform float gl_NormalScale; + +// +// Depth range in window coordinates, p. 33 +// + +struct gl_DepthRangeParameters { + float near; // n + float far; // f + float diff; // f - n +}; + +uniform gl_DepthRangeParameters gl_DepthRange; + +// +// Clip planes p. 42. +// + +uniform vec4 gl_ClipPlane[gl_MaxClipPlanes]; + +// +// Point Size, p. 66, 67. +// + +struct gl_PointParameters { + float size; + float sizeMin; + float sizeMax; + float fadeThresholdSize; + float distanceConstantAttenuation; + float distanceLinearAttenuation; + float distanceQuadraticAttenuation; +}; + +uniform gl_PointParameters gl_Point; + +// +// Material State p. 50, 55. +// + +struct gl_MaterialParameters { + vec4 emission; // Ecm + vec4 ambient; // Acm + vec4 diffuse; // Dcm + vec4 specular; // Scm + float shininess; // Srm +}; + +uniform gl_MaterialParameters gl_FrontMaterial; +uniform gl_MaterialParameters gl_BackMaterial; + +// +// Light State p 50, 53, 55. +// + +struct gl_LightSourceParameters { + vec4 ambient; // Acli + vec4 diffuse; // Dcli + vec4 specular; // Scli + vec4 position; // Ppli + vec4 halfVector; // Derived: Hi + vec3 spotDirection; // Sdli + float spotExponent; // Srli + float spotCutoff; // Crli + // (range: [0.0,90.0], 180.0) + float spotCosCutoff; // Derived: cos(Crli) + // (range: [1.0,0.0],-1.0) + float constantAttenuation; // K0 + float linearAttenuation; // K1 + float quadraticAttenuation; // K2 +}; + +uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights]; + +struct gl_LightModelParameters { + vec4 ambient; // Acs +}; + +uniform gl_LightModelParameters gl_LightModel; + +// +// Derived state from products of light and material. +// + +struct gl_LightModelProducts { + vec4 sceneColor; // Derived. Ecm + Acm * Acs +}; + +uniform gl_LightModelProducts gl_FrontLightModelProduct; +uniform gl_LightModelProducts gl_BackLightModelProduct; + +struct gl_LightProducts { + vec4 ambient; // Acm * Acli + vec4 diffuse; // Dcm * Dcli + vec4 specular; // Scm * Scli +}; + +uniform gl_LightProducts gl_FrontLightProduct[gl_MaxLights]; +uniform gl_LightProducts gl_BackLightProduct[gl_MaxLights]; + +// +// Texture Environment and Generation, p. 152, p. 40-42. +// + +uniform vec4 gl_TextureEnvColor[gl_MaxTextureImageUnits]; +uniform vec4 gl_EyePlaneS[gl_MaxTextureCoords]; +uniform vec4 gl_EyePlaneT[gl_MaxTextureCoords]; +uniform vec4 gl_EyePlaneR[gl_MaxTextureCoords]; +uniform vec4 gl_EyePlaneQ[gl_MaxTextureCoords]; +uniform vec4 gl_ObjectPlaneS[gl_MaxTextureCoords]; +uniform vec4 gl_ObjectPlaneT[gl_MaxTextureCoords]; +uniform vec4 gl_ObjectPlaneR[gl_MaxTextureCoords]; +uniform vec4 gl_ObjectPlaneQ[gl_MaxTextureCoords]; + +// +// Fog p. 161 +// + +struct gl_FogParameters { + vec4 color; + float density; + float start; + float end; + float scale; // Derived: 1.0 / (end - start) +}; + +uniform gl_FogParameters gl_Fog; + +// +// The OpenGL Shading Language defines an assortment of built-in convenience functions for scalar +// and vector operations. Many of these built-in functions can be used in more than one type +// of shader, but some are intended to provide a direct mapping to hardware and so are available +// only for a specific type of shader. +// +// The built-in functions basically fall into three categories: +// +// * They expose some necessary hardware functionality in a convenient way such as accessing +// a texture map. There is no way in the language for these functions to be emulated by a shader. +// +// * They represent a trivial operation (clamp, mix, etc.) that is very simple for the user +// to write, but they are very common and may have direct hardware support. It is a very hard +// problem for the compiler to map expressions to complex assembler instructions. +// +// * They represent an operation graphics hardware is likely to accelerate at some point. The +// trigonometry functions fall into this category. +// +// Many of the functions are similar to the same named ones in common C libraries, but they support +// vector input as well as the more traditional scalar input. +// +// Applications should be encouraged to use the built-in functions rather than do the equivalent +// computations in their own shader code since the built-in functions are assumed to be optimal +// (e.g., perhaps supported directly in hardware). +// +// User code can replace built-in functions with their own if they choose, by simply re-declaring +// and defining the same name and argument list. +// + +// +// 8.1 Angle and Trigonometry Functions +// +// Function parameters specified as angle are assumed to be in units of radians. In no case will +// any of these functions result in a divide by zero error. If the divisor of a ratio is 0, then +// results will be undefined. +// +// These all operate component-wise. The description is per component. +// + +// +// Converts degrees to radians and returns the result, i.e., result = PI*deg/180. +// + +float radians (float deg) { + return 3.141593 * deg / 180.0; +} +vec2 radians (vec2 deg) { + return vec2 (radians (deg.x), radians (deg.y)); +} +vec3 radians (vec3 deg) { + return vec3 (radians (deg.x), radians (deg.y), radians (deg.z)); +} +vec4 radians (vec4 deg) { + return vec4 (radians (deg.x), radians (deg.y), radians (deg.z), radians (deg.w)); +} + +// +// Converts radians to degrees and returns the result, i.e., result = 180*rad/PI. +// + +float degrees (float rad) { + return 180.0 * rad / 3.141593; +} +vec2 degrees (vec2 rad) { + return vec2 (degrees (rad.x), degrees (rad.y)); +} +vec3 degrees (vec3 rad) { + return vec3 (degrees (rad.x), degrees (rad.y), degrees (rad.z)); +} +vec4 degrees (vec4 rad) { + return vec4 (degrees (rad.x), degrees (rad.y), degrees (rad.z), degrees (rad.w)); +} + +// +// The standard trigonometric sine function. +// +// XXX +float sin (float angle) { + return 0.0; +} +vec2 sin (vec2 angle) { + return vec2 (sin (angle.x), sin (angle.y)); +} +vec3 sin (vec3 angle) { + return vec3 (sin (angle.x), sin (angle.y), sin (angle.z)); +} +vec4 sin (vec4 angle) { + return vec4 (sin (angle.x), sin (angle.y), sin (angle.z), sin (angle.w)); +} + +// +// The standard trigonometric cosine function. +// + +float cos (float angle) { + return sin (angle + 1.5708); +} +vec2 cos (vec2 angle) { + return vec2 (cos (angle.x), cos (angle.y)); +} +vec3 cos (vec3 angle) { + return vec3 (cos (angle.x), cos (angle.y), cos (angle.z)); +} +vec4 cos (vec4 angle) { + return vec4 (cos (angle.x), cos (angle.y), cos (angle.z), cos (angle.w)); +} + +// +// The standard trigonometric tangent. +// + +float tan (float angle) { + return sin (angle) / cos (angle); +} +vec2 tan (vec2 angle) { + return vec2 (tan (angle.x), tan (angle.y)); +} +vec3 tan (vec3 angle) { + return vec3 (tan (angle.x), tan (angle.y), tan (angle.z)); +} +vec4 tan (vec4 angle) { + return vec4 (tan (angle.x), tan (angle.y), tan (angle.z), tan (angle.w)); +} + +// +// Arc sine. Returns an angle whose sine is x. The range of values returned by this function is +// [–PI/2, PI/2]. Results are undefined if |x| > 1. +// +// XXX +float asin (float x) { + return 0.0; +} +vec2 asin (vec2 x) { + return vec2 (asin (x.x), asin (x.y)); +} +vec3 asin (vec3 x) { + return vec3 (asin (x.x), asin (x.y), asin (x.z)); +} +vec4 asin (vec4 x) { + return vec4 (asin (x.x), asin (x.y), asin (x.z), asin (x.w)); +} + +// +// Arc cosine. Returns an angle whose cosine is x. The range of values returned by this function is +// [0, PI]. Results are undefined if |x| > 1. +// +// XXX +float acos (float x) { + return 0.0; +} +vec2 acos (vec2 x) { + return vec2 (acos (x.x), acos (x.y)); +} +vec3 acos (vec3 x) { + return vec3 (acos (x.x), acos (x.y), acos (x.z)); +} +vec4 acos (vec4 x) { + return vec4 (acos (x.x), acos (x.y), acos (x.z), acos (x.w)); +} + +// +// Arc tangent. Returns an angle whose tangent is y/x. The signs of x and y are used to determine +// what quadrant the angle is in. The range of values returned by this function is [–PI, PI]. +// Results are undefined if x and y are both 0. +// +// XXX +float atan (float x, float y) { + return 0.0; +} +vec2 atan (vec2 x, vec2 y) { + return vec2 (atan (x.x, y.x), atan (x.y, y.y)); +} +vec3 atan (vec3 x, vec3 y) { + return vec3 (atan (x.x, y.x), atan (x.y, y.y), atan (x.z, y.z)); +} +vec4 atan (vec4 x, vec4 y) { + return vec4 (atan (x.x, y.x), atan (x.y, y.y), atan (x.z, y.z), atan (x.w, y.w)); +} + +// +// Arc tangent. Returns an angle whose tangent is y_over_x. The range of values returned by this +// function is [–PI/2, PI/2]. +// +// XXX +float atan (float y_over_x) { + return 0.0; +} +vec2 atan (vec2 y_over_x) { + return vec2 (atan (y_over_x.x), atan (y_over_x.y)); +} +vec3 atan (vec3 y_over_x) { + return vec3 (atan (y_over_x.x), atan (y_over_x.y), atan (y_over_x.z)); +} +vec4 atan (vec4 y_over_x) { + return vec4 (atan (y_over_x.x), atan (y_over_x.y), atan (y_over_x.z), atan (y_over_x.w)); +} + +// +// 8.2 Exponential Functions +// +// These all operate component-wise. The description is per component. +// + +// +// Returns x raised to the y power, i.e., x^y. +// Results are undefined if x < 0. +// Results are undefined if x = 0 and y <= 0. +// +// XXX +float pow (float x, float y) { + return 0.0; +} +vec2 pow (vec2 x, vec2 y) { + return vec2 (pow (x.x, y.x), pow (x.y, y.y)); +} +vec3 pow (vec3 x, vec3 y) { + return vec3 (pow (x.x, y.x), pow (x.y, y.y), pow (x.z, y.z)); +} +vec4 pow (vec4 x, vec4 y) { + return vec4 (pow (x.x, y.x), pow (x.y, y.y), pow (x.z, y.z), pow (x.w, y.w)); +} + +// +// Returns the natural exponentiation of x, i.e., e^x. +// + +float exp (float x) { + return pow (2.71828183, x); +} +vec2 exp (vec2 x) { + return vec2 (exp (x.x), exp (x.y)); +} +vec3 exp (vec3 x) { + return vec3 (exp (x.x), exp (x.y), exp (x.z)); +} +vec4 exp (vec4 x) { + return vec4 (exp (x.x), exp (x.y), exp (x.z), exp (x.w)); +} + +// +// Returns the natural logarithm of x, i.e., returns the value y which satisfies the equation +// x = e^y. +// Results are undefined if x <= 0. +// + +float log (float x) { + return log2 (x) / log2 (2.71828183); +} +vec2 log (vec2 x) { + return vec2 (log (x.x), log (x.y)); +} +vec3 log (vec3 x) { + return vec3 (log (x.x), log (x.y), log (x.z)); +} +vec4 log (vec4 x) { + return vec4 (log (x.x), log (x.y), log (x.z), log (x.w)); +} + +// +// Returns 2 raised to the x power, i.e., 2^x +// + +float exp2 (float x) { + return pow (2.0, x); +} +vec2 exp2 (vec2 x) { + return vec2 (exp2 (x.x), exp2 (x.y)); +} +vec3 exp2 (vec3 x) { + return vec3 (exp2 (x.x), exp2 (x.y), exp2 (x.z)); +} +vec4 exp2 (vec4 x) { + return vec4 (exp2 (x.x), exp2 (x.y), exp2 (x.z), exp2 (x.w)); +} + +// +// Returns the base 2 logarithm of x, i.e., returns the value y which satisfies the equation +// x = 2^y. +// Results are undefined if x <= 0. +// +// XXX +float log2 (float x) { + return 0.0; +} +vec2 log2 (vec2 x) { + return vec2 (log2 (x.x), log2 (x.y)); +} +vec3 log2 (vec3 x) { + return vec3 (log2 (x.x), log2 (x.y), log2 (x.z)); +} +vec4 log2 (vec4 x) { + return vec4 (log2 (x.x), log2 (x.y), log2 (x.z), log2 (x.w)); +} + +// +// Returns the positive square root of x. +// Results are undefined if x < 0. +// + +float sqrt (float x) { + return pow (x, 0.5); +} +vec2 sqrt (vec2 x) { + return vec2 (sqrt (x.x), sqrt (x.y)); +} +vec3 sqrt (vec3 x) { + return vec3 (sqrt (x.x), sqrt (x.y), sqrt (x.z)); +} +vec4 sqrt (vec4 x) { + return vec4 (sqrt (x.x), sqrt (x.y), sqrt (x.z), sqrt (x.w)); +} + +// +// Returns the reciprocal of the positive square root of x. +// Results are undefined if x <= 0. +// + +float inversesqrt (float x) { + return 1.0 / sqrt (x); +} +vec2 inversesqrt (vec2 x) { + return vec2 (inversesqrt (x.x), inversesqrt (x.y)); +} +vec3 inversesqrt (vec3 x) { + return vec3 (inversesqrt (x.x), inversesqrt (x.y), inversesqrt (x.z)); +} +vec4 inversesqrt (vec4 x) { + return vec4 (inversesqrt (x.x), inversesqrt (x.y), inversesqrt (x.z), inversesqrt (x.w)); +} + +// +// 8.3 Common Functions +// +// These all operate component-wise. The description is per component. +// + +// +// Returns x if x >= 0, otherwise it returns –x +// + +float abs (float x) { + return x >= 0.0 ? x : -x; +} +vec2 abs (vec2 x) { + return vec2 (abs (x.x), abs (x.y)); +} +vec3 abs (vec3 x) { + return vec3 (abs (x.x), abs (x.y), abs (x.z)); +} +vec4 abs (vec4 x) { + return vec4 (abs (x.x), abs (x.y), abs (x.z), abs (x.w)); +} + +// +// Returns 1.0 if x > 0, 0.0 if x = 0, or –1.0 if x < 0 +// + +float sign (float x) { + return x > 0.0 ? 1.0 : x < 0.0 ? -1.0 : 0.0; +} +vec2 sign (vec2 x) { + return vec2 (sign (x.x), sign (x.y)); +} +vec3 sign (vec3 x) { + return vec3 (sign (x.x), sign (x.y), sign (x.z)); +} +vec4 sign (vec4 x) { + return vec4 (sign (x.x), sign (x.y), sign (x.z), sign (x.w)); +} + +// +// Returns a value equal to the nearest integer that is less than or equal to x +// +// XXX +float floor (float x) { + return 0.0; +} +vec2 floor (vec2 x) { + return vec2 (floor (x.x), floor (x.y)); +} +vec3 floor (vec3 x) { + return vec3 (floor (x.x), floor (x.y), floor (x.z)); +} +vec4 floor (vec4 x) { + return vec4 (floor (x.x), floor (x.y), floor (x.z), floor (x.w)); +} + +// +// Returns a value equal to the nearest integer that is greater than or equal to x +// +// XXX +float ceil (float x) { + return 0.0; +} +vec2 ceil (vec2 x) { + return vec2 (ceil (x.x), ceil (x.y)); +} +vec3 ceil (vec3 x) { + return vec3 (ceil (x.x), ceil (x.y), ceil (x.z)); +} +vec4 ceil (vec4 x) { + return vec4 (ceil (x.x), ceil (x.y), ceil (x.z), ceil (x.w)); +} + +// +// Returns x – floor (x) +// + +float fract (float x) { + return x - floor (x); +} +vec2 fract (vec2 x) { + return vec2 (fract (x.x), fract (x.y)); +} +vec3 fract (vec3 x) { + return vec3 (fract (x.x), fract (x.y), fract (x.z)); +} +vec4 fract (vec4 x) { + return vec4 (fract (x.x), fract (x.y), fract (x.z), fract (x.w)); +} + +// +// Modulus. Returns x – y * floor (x/y) +// + +float mod (float x, float y) { + return x - y * floor (x / y); +} +vec2 mod (vec2 x, float y) { + return vec2 (mod (x.x, y), mod (x.y, y)); +} +vec3 mod (vec3 x, float y) { + return vec3 (mod (x.x, y), mod (x.y, y), mod (x.z, y)); +} +vec4 mod (vec4 x, float y) { + return vec4 (mod (x.x, y), mod (x.y, y), mod (x.z, y), mod (x.w, y)); +} +vec2 mod (vec2 x, vec2 y) { + return vec2 (mod (x.x, y.x), mod (x.y, y.y)); +} +vec3 mod (vec3 x, vec3 y) { + return vec3 (mod (x.x, y.x), mod (x.y, y.y), mod (x.z, y.z)); +} +vec4 mod (vec4 x, vec4 y) { + return vec4 (mod (x.x, y.x), mod (x.y, y.y), mod (x.z, y.z), mod (x.w, y.w)); +} + +// +// Returns y if y < x, otherwise it returns x +// + +float min (float x, float y) { + return y < x ? y : x; +} +vec2 min (vec2 x, float y) { + return vec2 (min (x.x, y), min (x.y, y)); +} +vec3 min (vec3 x, float y) { + return vec3 (min (x.x, y), min (x.y, y), min (x.z, y)); +} +vec4 min (vec4 x, float y) { + return vec4 (min (x.x, y), min (x.y, y), min (x.z, y), min (x.w, y)); +} +vec2 min (vec2 x, vec2 y) { + return vec2 (min (x.x, y.x), min (x.y, y.y)); +} +vec3 min (vec3 x, vec3 y) { + return vec3 (min (x.x, y.x), min (x.y, y.y), min (x.z, y.z)); +} +vec4 min (vec4 x, vec4 y) { + return vec4 (min (x.x, y.x), min (x.y, y.y), min (x.z, y.z), min (x.w, y.w)); +} + +// +// Returns y if x < y, otherwise it returns x +// + +float max (float x, float y) { + return min (y, x); +} +vec2 max (vec2 x, float y) { + return vec2 (max (x.x, y), max (x.y, y)); +} +vec3 max (vec3 x, float y) { + return vec3 (max (x.x, y), max (x.y, y), max (x.z, y)); +} +vec4 max (vec4 x, float y) { + return vec4 (max (x.x, y), max (x.y, y), max (x.z, y), max (x.w, y)); +} +vec2 max (vec2 x, vec2 y) { + return vec2 (max (x.x, y.x), max (x.y, y.y)); +} +vec3 max (vec3 x, vec3 y) { + return vec3 (max (x.x, y.x), max (x.y, y.y), max (x.z, y.z)); +} +vec4 max (vec4 x, vec4 y) { + return vec4 (max (x.x, y.x), max (x.y, y.y), max (x.z, y.z), max (x.w, y.w)); +} + +// +// Returns min (max (x, minVal), maxVal) +// +// Note that colors and depths written by fragment shaders will be clamped by the implementation +// after the fragment shader runs. +// + +float clamp (float x, float minVal, float maxVal) { + return min (max (x, minVal), maxVal); +} +vec2 clamp (vec2 x, float minVal, float maxVal) { + return vec2 (clamp (x.x, minVal, maxVal), clamp (x.y, minVal, maxVal)); +} +vec3 clamp (vec3 x, float minVal, float maxVal) { + return vec3 (clamp (x.x, minVal, maxVal), clamp (x.y, minVal, maxVal), + clamp (x.z, minVal, maxVal)); +} +vec4 clamp (vec4 x, float minVal, float maxVal) { + return vec4 (clamp (x.x, minVal, maxVal), clamp (x.y, minVal, maxVal), + clamp (x.z, minVal, maxVal), clamp (x.w, minVal, maxVal)); +} +vec2 clamp (vec2 x, vec2 minVal, vec2 maxVal) { + return vec2 (clamp (x.x, minVal.x, maxVal.x), clamp (x.y, minVal.y, maxVal.y)); +} +vec3 clamp (vec3 x, vec3 minVal, vec3 maxVal) { + return vec3 (clamp (x.x, minVal.x, maxVal.x), clamp (x.y, minVal.y, maxVal.y), + clamp (x.z, minVal.z, maxVal.z)); +} +vec4 clamp (vec4 x, vec4 minVal, vec4 maxVal) { + return vec4 (clamp (x.x, minVal.x, maxVal.y), clamp (x.y, minVal.y, maxVal.y), + clamp (x.z, minVal.z, maxVal.z), clamp (x.w, minVal.w, maxVal.w)); +} + +// +// Returns x * (1 – a) + y * a, i.e., the linear blend of x and y +// + +float mix (float x, float y, float a) { + return x * (1.0 - a) + y * a; +} +vec2 mix (vec2 x, vec2 y, float a) { + return vec2 (mix (x.x, y.x, a), mix (x.y, y.y, a)); +} +vec3 mix (vec3 x, vec3 y, float a) { + return vec3 (mix (x.x, y.x, a), mix (x.y, y.y, a), mix (x.z, y.z, a)); +} +vec4 mix (vec4 x, vec4 y, float a) { + return vec4 (mix (x.x, y.x, a), mix (x.y, y.y, a), mix (x.z, y.z, a), mix (x.w, y.w, a)); +} +vec2 mix (vec2 x, vec2 y, vec2 a) { + return vec2 (mix (x.x, y.x, a.x), mix (x.y, y.y, a.y)); +} +vec3 mix (vec3 x, vec3 y, vec3 a) { + return vec3 (mix (x.x, y.x, a.x), mix (x.y, y.y, a.y), mix (x.z, y.z, a.z)); +} +vec4 mix (vec4 x, vec4 y, vec4 a) { + return vec4 (mix (x.x, y.x, a.x), mix (x.y, y.y, a.y), mix (x.z, y.z, a.z), + mix (x.w, y.w, a.w)); +} + +// +// Returns 0.0 if x < edge, otherwise it returns 1.0 +// + +float step (float edge, float x) { + return x < edge ? 0.0 : 1.0; +} +vec2 step (float edge, vec2 x) { + return vec2 (step (edge, x.x), step (edge, x.y)); +} +vec3 step (float edge, vec3 x) { + return vec3 (step (edge, x.x), step (edge, x.y), step (edge, x.z)); +} +vec4 step (float edge, vec4 x) { + return vec4 (step (edge, x.x), step (edge, x.y), step (edge, x.z), step (edge, x.w)); +} +vec2 step (vec2 edge, vec2 x) { + return vec2 (step (edge.x, x.x), step (edge.y, x.y)); +} +vec3 step (vec3 edge, vec3 x) { + return vec3 (step (edge.x, x.x), step (edge.y, x.y), step (edge.z, x.z)); +} +vec4 step (vec4 edge, vec4 x) { + return vec4 (step (edge.x, x.x), step (edge.y, x.y), step (edge.z, x.z), step (edge.w, x.w)); +} + +// +// Returns 0.0 if x <= edge0 and 1.0 if x >= edge1 and performs smooth Hermite interpolation +// between 0 and 1 when edge0 < x < edge1. This is useful in cases where you would want a threshold +// function with a smooth transition. This is equivalent to: +// t; +// t = clamp ((x – edge0) / (edge1 – edge0), 0, 1); +// return t * t * (3 – 2 * t); +// + +float smoothstep (float edge0, float edge1, float x) { + const float t = clamp ((x - edge0) / (edge1 - edge0), 0.0, 1.0); + return t * t * (3.0 - 2.0 * t); +} +vec2 smoothstep (float edge0, float edge1, vec2 x) { + return vec2 (smoothstep (edge0, edge1, x.x), smoothstep (edge0, edge1, x.y)); +} +vec3 smoothstep (float edge0, float edge1, vec3 x) { + return vec3 (smoothstep (edge0, edge1, x.x), smoothstep (edge0, edge1, x.y), + smoothstep (edge0, edge1, x.z)); +} +vec4 smoothstep (float edge0, float edge1, vec4 x) { + return vec4 (smoothstep (edge0, edge1, x.x), smoothstep (edge0, edge1, x.y), + smoothstep (edge0, edge1, x.z), smoothstep (edge0, edge1, x.w)); +} +vec2 smoothstep (vec2 edge0, vec2 edge1, vec2 x) { + return vec2 (smoothstep (edge0.x, edge1.x, x.x), smoothstep (edge0.y, edge1.y, x.y)); +} +vec3 smoothstep (vec3 edge0, vec3 edge1, vec3 x) { + return vec3 (smoothstep (edge0.x, edge1.x, x.x), smoothstep (edge0.y, edge1.y, x.y), + smoothstep (edge0.z, edge1.z, x.z)); +} +vec4 smoothstep (vec4 edge0, vec4 edge1, vec4 x) { + return vec4 (smoothstep (edge0.x, edge1.x, x.x), smoothstep (edge0.y, edge1.y, x.y), + smoothstep (edge0.z, edge1.z, x.z), smoothstep (edge0.w, edge1.w, x.w)); +} + +// +// 8.4 Geometric Functions +// +// These operate on vectors as vectors, not component-wise. +// + +// +// Returns the dot product of x and y, i.e., result = x[0] * y[0] + x[1] * y[1] + ... +// + +float dot (float x, float y) { + return x * y; +} +float dot (vec2 x, vec2 y) { + return dot (x.x, y.x) + dot (x.y, y.y); +} +float dot (vec3 x, vec3 y) { + return dot (x.x, y.x) + dot (x.y, y.y) + dot (x.z, y.z); +} +float dot (vec4 x, vec4 y) { + return dot (x.x, y.x) + dot (x.y, y.y) + dot (x.z, y.z) + dot (x.w, y.w); +} + +// +// Returns the length of vector x, i.e., sqrt (x[0] * x[0] + x[1] * x[1] + ...) +// + +float length (float x) { + return sqrt (dot (x, x)); +} +float length (vec2 x) { + return sqrt (dot (x, x)); +} +float length (vec3 x) { + return sqrt (dot (x, x)); +} +float length (vec4 x) { + return sqrt (dot (x, x)); +} + +// +// Returns the distance between p0 and p1, i.e. length (p0 – p1) +// + +float distance (float x, float y) { + return length (x - y); +} +float distance (vec2 x, vec2 y) { + return length (x - y); +} +float distance (vec3 x, vec3 y) { + return length (x - y); +} +float distance (vec4 x, vec4 y) { + return length (x - y); +} + +// +// Returns the cross product of x and y, i.e. +// result.0 = x[1] * y[2] - y[1] * x[2] +// result.1 = x[2] * y[0] - y[2] * x[0] +// result.2 = x[0] * y[1] - y[0] * x[1] +// + +vec3 cross (vec3 x, vec3 y) { + return vec3 (x.y * y.z - y.y * x.z, x.z * y.x - y.z * x.x, x.x * y.y - y.x * x.y); +} + +// +// Returns a vector in the same direction as x but with a length of 1. +// + +float normalize (float x) { + return 1.0; +} +vec2 normalize (vec2 x) { + return x / length (x); +} +vec3 normalize (vec3 x) { + return x / length (x); +} +vec4 normalize (vec4 x) { + return x / length (x); +} + +// +// If dot (Nref, I) < 0 return N otherwise return –N +// + +float faceforward (float N, float I, float Nref) { + return dot (Nref, I) < 0.0 ? N : -N; +} +vec2 faceforward (vec2 N, vec2 I, vec2 Nref) { + return dot (Nref, I) < 0.0 ? N : -N; +} +vec3 faceforward (vec3 N, vec3 I, vec3 Nref) { + return dot (Nref, I) < 0.0 ? N : -N; +} +vec4 faceforward (vec4 N, vec4 I, vec4 Nref) { + return dot (Nref, I) < 0.0 ? N : -N; +} + +// +// For the incident vector I and surface orientation N, returns the reflection direction: +// result = I - 2 * dot (N, I) * N +// N must already be normalized in order to achieve the desired result. +// + +float reflect (float I, float N) { + return I - 2.0 * dot (N, I) * N; +} +vec2 reflect (vec2 I, vec2 N) { + return I - 2.0 * dot (N, I) * N; +} +vec3 reflect (vec3 I, vec3 N) { + return I - 2.0 * dot (N, I) * N; +} +vec4 reflect (vec4 I, vec4 N) { + return I - 2.0 * dot (N, I) * N; +} + +// +// For the incident vector I and surface normal N, and the ratio of inidices of refraction eta, +// return the refraction vector. The returned result is computed by +// +// k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I)) +// if (k < 0.0) +// result = genType (0.0) +// else +// result = eta * I - (eta * dot (N, I) + sqrt (k)) * N +// +// The input parameters for the incident vector I and the surface normal N must already be +// normalized to get the desired results. +// + +float refract (float I, float N, float eta) { + const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I)); + if (k < 0.0) + return 0.0; + return eta * I - (eta * dot (N, I) + sqrt (k)) * N; +} +vec2 refract (vec2 I, vec2 N, float eta) { + const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I)); + if (k < 0.0) + return vec2 (0.0); + return eta * I - (eta * dot (N, I) + sqrt (k)) * N; +} +vec3 refract (vec3 I, vec3 N, float eta) { + const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I)); + if (k < 0.0) + return vec3 (0.0); + return eta * I - (eta * dot (N, I) + sqrt (k)) * N; +} +vec4 refract (vec4 I, vec4 N, float eta) { + const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I)); + if (k < 0.0) + return vec4 (0.0); + return eta * I - (eta * dot (N, I) + sqrt (k)) * N; +} + +// +// 8.5 Matrix Functions +// + +// +// Multiply matrix x by matrix y component-wise, i.e., result[i][j] is the scalar product +// of x[i][j] and y[i][j]. +// Note: to get linear algebraic matrix multiplication, use the multiply operator (*). +// + +mat2 matrixCompMult (mat2 x, mat2 y) { + return mat2 ( + x[0].x * y[0].x, x[0].y * y[0].y, + x[1].x * y[1].x, x[1].y * y[1].y + ); +} +mat3 matrixCompMult (mat3 x, mat3 y) { + return mat4 ( + x[0].x * y[0].x, x[0].y * y[0].y, x[0].z * y[0].z, + x[1].x * y[1].x, x[1].y * y[1].y, x[1].z * y[1].z, + x[2].x * y[2].x, x[2].y * y[2].y, x[2].z * y[2].z + ); +} +mat4 matrixCompMult (mat4 x, mat4 y) { + return mat4 ( + x[0].x * y[0].x, x[0].y * y[0].y, x[0].z * y[0].z + x[0].w * y[0].w, + x[1].x * y[1].x, x[1].y * y[1].y, x[1].z * y[1].z + x[1].w * y[1].w, + x[2].x * y[2].x, x[2].y * y[2].y, x[2].z * y[2].z + x[2].w * y[2].w, + x[3].x * y[3].x, x[3].y * y[3].y, x[3].z * y[3].z + x[3].w * y[3].w + ); +} + +// +// 8.6 Vector Relational Functions +// +// Relational and equality operators (<, <=, >, >=, ==, !=) are defined (or reserved) to produce +// scalar Boolean results. +// + +// +// Returns the component-wise compare of x < y. +// + +bvec2 lessThan (vec2 x, vec2 y) { + return bvec2 (x.x < y.x, x.y < y.y); +} +bvec3 lessThan (vec3 x, vec3 y) { + return bvec3 (x.x < y.x, x.y < y.y, x.z < y.z); +} +bvec4 lessThan (vec4 x, vec4 y) { + return bvec4 (x.x < y.x, x.y < y.y, x.z < y.z, x.w < y.w); +} +bvec2 lessThan (ivec2 x, ivec2 y) { + return bvec2 (x.x < y.x, x.y < y.y); +} +bvec3 lessThan (ivec3 x, ivec3 y) { + return bvec3 (x.x < y.x, x.y < y.y, x.z < y.z); +} +bvec4 lessThan (ivec4 x, ivec4 y) { + return bvec4 (x.x < y.x, x.y < y.y, x.z < y.z, x.w < y.w); +} + +// +// Returns the component-wise compare of x <= y. +// + +bvec2 lessThanEqual (vec2 x, vec2 y) { + return bvec2 (x.x <= y.x, x.y <= y.y); +} +bvec3 lessThanEqual (vec3 x, vec3 y) { + return bvec3 (x.x <= y.x, x.y <= y.y, x.z <= y.z); +} +bvec4 lessThanEqual (vec4 x, vec4 y) { + return bvec4 (x.x <= y.x, x.y <= y.y, x.z <= y.z, x.w <= y.w); +} +bvec2 lessThanEqual (ivec2 x, ivec2 y) { + return bvec2 (x.x <= y.x, x.y <= y.y); +} +bvec3 lessThanEqual (ivec3 x, ivec3 y) { + return bvec3 (x.x <= y.x, x.y <= y.y, x.z <= y.z); +} +bvec4 lessThanEqual (ivec4 x, ivec4 y) { + return bvec4 (x.x <= y.x, x.y <= y.y, x.z <= y.z, x.w <= y.w); +} + +// +// Returns the component-wise compare of x > y. +// + +bvec2 greaterThan (vec2 x, vec2 y) { + return bvec2 (x.x > y.x, x.y > y.y); +} +bvec3 greaterThan (vec3 x, vec3 y) { + return bvec3 (x.x > y.x, x.y > y.y, x.z > y.z); +} +bvec4 greaterThan (vec4 x, vec4 y) { + return bvec4 (x.x > y.x, x.y > y.y, x.z > y.z, x.w > y.w); +} +bvec2 greaterThan (ivec2 x, ivec2 y) { + return bvec2 (x.x > y.x, x.y > y.y); +} +bvec3 greaterThan (ivec3 x, ivec3 y) { + return bvec3 (x.x > y.x, x.y > y.y, x.z > y.z); +} +bvec4 greaterThan (ivec4 x, ivec4 y) { + return bvec4 (x.x > y.x, x.y > y.y, x.z > y.z, x.w > y.w); +} + +// +// Returns the component-wise compare of x >= y. +// + +bvec2 greaterThanEqual (vec2 x, vec2 y) { + return bvec2 (x.x >= y.x, x.y >= y.y); +} +bvec3 greaterThanEqual (vec3 x, vec3 y) { + return bvec3 (x.x >= y.x, x.y >= y.y, x.z >= y.z); +} +bvec4 greaterThanEqual (vec4 x, vec4 y) { + return bvec4 (x.x >= y.x, x.y >= y.y, x.z >= y.z, x.w >= y.w); +} +bvec2 greaterThanEqual (ivec2 x, ivec2 y) { + return bvec2 (x.x >= y.x, x.y >= y.y); +} +bvec3 greaterThanEqual (ivec3 x, ivec3 y) { + return bvec3 (x.x >= y.x, x.y >= y.y, x.z >= y.z); +} +bvec4 greaterThanEqual (ivec4 x, ivec4 y) { + return bvec4 (x.x >= y.x, x.y >= y.y, x.z >= y.z, x.w >= y.w); +} + +// +// Returns the component-wise compare of x == y. +// + +bvec2 equal (vec2 x, vec2 y) { + return bvec2 (x.x == y.x, x.y == y.y); +} +bvec3 equal (vec3 x, vec3 y) { + return bvec3 (x.x == y.x, x.y == y.y, x.z == y.z); +} +bvec4 equal (vec4 x, vec4 y) { + return bvec4 (x.x == y.x, x.y == y.y, x.z == y.z, x.w == y.w); +} +bvec2 equal (ivec2 x, ivec2 y) { + return bvec2 (x.x == y.x, x.y == y.y); +} +bvec3 equal (ivec3 x, ivec3 y) { + return bvec3 (x.x == y.x, x.y == y.y, x.z == y.z); +} +bvec4 equal (ivec4 x, ivec4 y) { + return bvec4 (x.x == y.x, x.y == y.y, x.z == y.z, x.w == y.w); +} + +// +// Returns the component-wise compare of x != y. +// + +bvec2 notEqual (vec2 x, vec2 y) { + return bvec2 (x.x != y.x, x.y != y.y); +} +bvec3 notEqual (vec3 x, vec3 y) { + return bvec3 (x.x != y.x, x.y != y.y, x.z != y.z); +} +bvec4 notEqual (vec4 x, vec4 y) { + return bvec4 (x.x != y.x, x.y != y.y, x.z != y.z, x.w != y.w); +} +bvec2 notEqual (ivec2 x, ivec2 y) { + return bvec2 (x.x != y.x, x.y != y.y); +} +bvec3 notEqual (ivec3 x, ivec3 y) { + return bvec3 (x.x != y.x, x.y != y.y, x.z != y.z); +} +bvec4 notEqual (ivec4 x, ivec4 y) { + return bvec4 (x.x != y.x, x.y != y.y, x.z != y.z, x.w != y.w); +} + +// +// Returns true if any component of x is true. +// + +bool any (bvec2 x) { + return x.x || x.y; +} +bool any (bvec3 x) { + return x.x || x.y || x.z; +} +bool any (bvec4 x) { + return x.x || x.y || x.z || x.w; +} + +// +// Returns true only if all components of x are true. +// + +bool all (bvec2 x) { + return x.x && x.y; +} +bool all (bvec3 x) { + return x.x && x.y && x.z; +} +bool all (bvec4 x) { + return x.x && x.y && x.z && x.w; +} + +// +// Returns the component-wise logical complement of x. +// + +bvec2 not (bvec2 x) { + return bvec2 (!x.x, !x.y); +} +bvec3 not (bvec3 x) { + return bvec3 (!x.x, !x.y, !x.z); +} +bvec4 not (bvec4 x) { + return bvec4 (!x.x, !x.y, !x.z, !x.w); +} + +// +// 8.7 Texture Lookup Functions +// +// Texture lookup functions are available to both vertex and fragment shaders. However, level +// of detail is not computed by fixed functionality for vertex shaders, so there are some +// differences in operation between vertex and fragment texture lookups. The functions in the table +// below provide access to textures through samplers, as set up through the OpenGL API. Texture +// properties such as size, pixel format, number of dimensions, filtering method, number of mip-map +// levels, depth comparison, and so on are also defined by OpenGL API calls. Such properties are +// taken into account as the texture is accessed via the built-in functions defined below. +// +// If a non-shadow texture call is made to a sampler that represents a depth texture with depth +// comparisons turned on, then results are undefined. If a shadow texture call is made to a sampler +// that represents a depth texture with depth comparisions turned off, the results are undefined. +// If a shadow texture call is made to a sampler that does not represent a depth texture, then +// results are undefined. +// +// In all functions below, the bias parameter is optional for fragment shaders. The bias parameter +// is not accepted in a vertex shader. For a fragment shader, if bias is present, it is added to +// the calculated level of detail prior to performing the texture access operation. If the bias +// parameter is not provided, then the implementation automatically selects level of detail: +// For a texture that is not mip-mapped, the texture is used directly. If it is mip-mapped and +// running in a fragment shader, the LOD computed by the implementation is used to do the texture +// lookup. If it is mip-mapped and running on the vertex shader, then the base texture is used. +// +// The built-ins suffixed with "Lod" are allowed only in a vertex shader. For the "Lod" functions, +// lod is directly used as the level of detail. +// + +// +// Use the texture coordinate coord to do a texture lookup in the 1D texture currently bound +// to sampler. For the projective ("Proj") versions, the texture coordinate coord.s is divided by +// the last component of coord. +// +// XXX +vec4 texture1D (sampler1D sampler, float coord) { + return vec4 (0.0); +} +vec4 texture1DProj (sampler1D sampler, vec2 coord) { + return texture1D (sampler, coord.s / coord.t); +} +vec4 texture1DProj (sampler1D sampler, vec4 coord) { + return texture1D (sampler, coord.s / coord.q); +} + +// +// Use the texture coordinate coord to do a texture lookup in the 2D texture currently bound +// to sampler. For the projective ("Proj") versions, the texture coordinate (coord.s, coord.t) is +// divided by the last component of coord. The third component of coord is ignored for the vec4 +// coord variant. +// +// XXX +vec4 texture2D (sampler2D sampler, vec2 coord) { + return vec4 (0.0); +} +vec4 texture2DProj (sampler2D sampler, vec3 coord) { + return texture2D (sampler, vec2 (coord.s / coord.p, coord.t / coord.p)); +} +vec4 texture2DProj (sampler2D sampler, vec4 coord) { + return texture2D (sampler, vec2 (coord.s / coord.q, coord.t / coord.q)); +} + +// +// Use the texture coordinate coord to do a texture lookup in the 3D texture currently bound +// to sampler. For the projective ("Proj") versions, the texture coordinate is divided by coord.q. +// +// XXX +vec4 texture3D (sampler3D sampler, vec3 coord) { + return vec4 (0.0); +} +vec4 texture3DProj (sampler3D sampler, vec4 coord) { + return texture3D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q)); +} + +// +// Use the texture coordinate coord to do a texture lookup in the cube map texture currently bound +// to sampler. The direction of coord is used to select which face to do a 2-dimensional texture +// lookup in, as described in section 3.8.6 in version 1.4 of the OpenGL specification. +// +// XXX +vec4 textureCube (samplerCube sampler, vec3 coord) { + return vec4 (0.0); +} + +// +// Use texture coordinate coord to do a depth comparison lookup on the depth texture bound +// to sampler, as described in section 3.8.14 of version 1.4 of the OpenGL specification. The 3rd +// component of coord (coord.p) is used as the R value. The texture bound to sampler must be a +// depth texture, or results are undefined. For the projective ("Proj") version of each built-in, +// the texture coordinate is divide by coord.q, giving a depth value R of coord.p/coord.q. The +// second component of coord is ignored for the "1D" variants. +// +// XXX +vec4 shadow1D (sampler1DShadow sampler, vec3 coord) { + return vec4 (0.0); +} +// XXX +vec4 shadow2D (sampler2DShadow sampler, vec3 coord) { + return vec4 (0.0); +} +vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord) { + return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q)); +} +vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord) { + return shadow2D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q)); +} + +// +// 8.9 Noise Functions +// +// Noise functions are available to both fragment and vertex shaders. They are stochastic functions +// that can be used to increase visual complexity. Values returned by the following noise functions +// give the appearance of randomness, but are not truly random. The noise functions below are +// defined to have the following characteristics: +// +// - The return value(s) are always in the range [-1,1], and cover at least the range [-0.6, 0.6], +// with a gaussian-like distribution. +// * The return value(s) have an overall average of 0.0 +// * They are repeatable, in that a particular input value will always produce the same return value +// * They are statistically invariant under rotation (i.e., no matter how the domain is rotated, it +// has the same statistical character) +// * They have a statistical invariance under translation (i.e., no matter how the domain is +// translated, it has the same statistical character) +// * They typically give different results under translation. +// - The spatial frequency is narrowly concentrated, centered somewhere between 0.5 to 1.0. +// + +// +// Returns a 1D noise value based on the input value x. +// +// XXX +float noise1 (float x) { + return 0.0; +} +// XXX +float noise1 (vec2 x) { + return 0.0; +} +// XXX +float noise1 (vec3 x) { + return 0.0; +} +// XXX +float noise1 (vec4 x) { + return 0.0; +} + +// +// Returns a 2D noise value based on the input value x. +// +// XXX +vec2 noise2 (float x) { + return vec2 (0.0); +} +// XXX +vec2 noise2 (vec2 x) { + return vec2 (0.0); +} +// XXX +vec2 noise2 (vec3 x) { + return vec2 (0.0); +} +// XXX +vec2 noise2 (vec4 x) { + return vec2 (0.0); +} + +// +// Returns a 3D noise value based on the input value x. +// +// XXX +vec3 noise3 (float x) { + return vec3 (0.0); +} +// XXX +vec3 noise3 (vec2 x) { + return vec3 (0.0); +} +// XXX +vec3 noise3 (vec3 x) { + return vec3 (0.0); +} +// XXX +vec3 noise3 (vec4 x) { + return vec3 (0.0); +} + +// +// Returns a 4D noise value based on the input value x. +// +// XXX +vec4 noise4 (float x) { + return vec4 (0.0); +} +// XXX +vec4 noise4 (vec2 x) { + return vec4 (0.0); +} +// XXX +vec4 noise4 (vec3 x) { + return vec4 (0.0); +} +// XXX +vec4 noise4 (vec4 x) { + return vec4 (0.0); +} + diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin_gc.h b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin_gc.h new file mode 100644 index 000000000..cd9d9ac7d --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin_gc.h @@ -0,0 +1,1410 @@ +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"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" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"uniform mat4 gl_ModelViewMatrix;\n" +"uniform mat4 gl_ProjectionMatrix;\n" +"uniform mat4 gl_ModelViewProjectionMatrix;\n" +"uniform mat4 gl_TextureMatrix[gl_MaxTextureCoords];\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"uniform mat3 gl_NormalMatrix;\n" +"\n" +"\n" +"uniform mat4 gl_ModelViewMatrixInverse;\n" +"uniform mat4 gl_ProjectionMatrixInverse;\n" +"uniform mat4 gl_ModelViewProjectionMatrixInverse;\n" +"uniform mat4 gl_TextureMatrixInverse[gl_MaxTextureCoords];\n" +"\n" +"uniform mat4 gl_ModelViewMatrixTranspose;\n" +"uniform mat4 gl_ProjectionMatrixTranspose;\n" +"uniform mat4 gl_ModelViewProjectionMatrixTranspose;\n" +"uniform mat4 gl_TextureMatrixTranspose[gl_MaxTextureCoords];\n" +"\n" +"uniform mat4 gl_ModelViewMatrixInverseTranspose;\n" +"uniform mat4 gl_ProjectionMatrixInverseTranspose;\n" +"uniform mat4 gl_ModelViewProjectionMatrixInverseTranspose;\n" +"uniform mat4 gl_TextureMatrixInverseTranspose[gl_MaxTextureCoords];\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"uniform float gl_NormalScale;\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"struct gl_DepthRangeParameters {\n" +" float near;\n" +" float far;\n" +" float diff;\n" +"};\n" +"\n" +"uniform gl_DepthRangeParameters gl_DepthRange;\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"uniform vec4 gl_ClipPlane[gl_MaxClipPlanes];\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"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" +"\n" +"uniform gl_PointParameters gl_Point;\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"struct gl_MaterialParameters {\n" +" vec4 emission;\n" +" vec4 ambient;\n" +" vec4 diffuse;\n" +" vec4 specular;\n" +" float shininess;\n" +"};\n" +"\n" +"uniform gl_MaterialParameters gl_FrontMaterial;\n" +"uniform gl_MaterialParameters gl_BackMaterial;\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"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" +"\n" +" float spotCosCutoff;\n" +"\n" +" float constantAttenuation;\n" +" float linearAttenuation;\n" +" float quadraticAttenuation;\n" +"};\n" +"\n" +"uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights];\n" +"\n" +"struct gl_LightModelParameters {\n" +" vec4 ambient;\n" +"};\n" +"\n" +"uniform gl_LightModelParameters gl_LightModel;\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"struct gl_LightModelProducts {\n" +" vec4 sceneColor;\n" +"};\n" +"\n" +"uniform gl_LightModelProducts gl_FrontLightModelProduct;\n" +"uniform gl_LightModelProducts gl_BackLightModelProduct;\n" +"\n" +"struct gl_LightProducts {\n" +" vec4 ambient;\n" +" vec4 diffuse;\n" +" vec4 specular;\n" +"};\n" +"\n" +"uniform gl_LightProducts gl_FrontLightProduct[gl_MaxLights];\n" +"uniform gl_LightProducts gl_BackLightProduct[gl_MaxLights];\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"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" +"\n" +"\n" +"\n" +"\n" +"\n" +"struct gl_FogParameters {\n" +" vec4 color;\n" +" float density;\n" +" float start;\n" +" float end;\n" +" float scale;\n" +"};\n" +"\n" +"uniform gl_FogParameters gl_Fog;\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"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" +"\n" +"\n" +"\n" +"\n" +"\n" +"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" +"\n" +"\n" +"\n" +"\n" +"\n" +"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" +"\n" +"\n" +"\n" +"\n" +"\n" +"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" +"\n" +"\n" +"\n" +"\n" +"\n" +"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" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"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" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"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" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"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" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"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" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"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" +"\n" +"\n" +"\n" +"\n" +"\n" +"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" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"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" +"\n" +"\n" +"\n" +"\n" +"\n" +"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" +"vec3 exp2 (vec3 x) {\n" +" return vec3 (exp2 (x.x), exp2 (x.y), exp2 (x.z));\n" +"}\n" +"vec4 exp2 (vec4 x) {\n" +" return vec4 (exp2 (x.x), exp2 (x.y), exp2 (x.z), exp2 (x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float log2 (float x) {\n" +" return 0.0;\n" +"}\n" +"vec2 log2 (vec2 x) {\n" +" return vec2 (log2 (x.x), log2 (x.y));\n" +"}\n" +"vec3 log2 (vec3 x) {\n" +" return vec3 (log2 (x.x), log2 (x.y), log2 (x.z));\n" +"}\n" +"vec4 log2 (vec4 x) {\n" +" return vec4 (log2 (x.x), log2 (x.y), log2 (x.z), log2 (x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float sqrt (float x) {\n" +" return pow (x, 0.5);\n" +"}\n" +"vec2 sqrt (vec2 x) {\n" +" return vec2 (sqrt (x.x), sqrt (x.y));\n" +"}\n" +"vec3 sqrt (vec3 x) {\n" +" return vec3 (sqrt (x.x), sqrt (x.y), sqrt (x.z));\n" +"}\n" +"vec4 sqrt (vec4 x) {\n" +" return vec4 (sqrt (x.x), sqrt (x.y), sqrt (x.z), sqrt (x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float inversesqrt (float x) {\n" +" return 1.0 / sqrt (x);\n" +"}\n" +"vec2 inversesqrt (vec2 x) {\n" +" return vec2 (inversesqrt (x.x), inversesqrt (x.y));\n" +"}\n" +"vec3 inversesqrt (vec3 x) {\n" +" return vec3 (inversesqrt (x.x), inversesqrt (x.y), inversesqrt (x.z));\n" +"}\n" +"vec4 inversesqrt (vec4 x) {\n" +" return vec4 (inversesqrt (x.x), inversesqrt (x.y), inversesqrt (x.z), inversesqrt (x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float abs (float x) {\n" +" return x >= 0.0 ? x : -x;\n" +"}\n" +"vec2 abs (vec2 x) {\n" +" return vec2 (abs (x.x), abs (x.y));\n" +"}\n" +"vec3 abs (vec3 x) {\n" +" return vec3 (abs (x.x), abs (x.y), abs (x.z));\n" +"}\n" +"vec4 abs (vec4 x) {\n" +" return vec4 (abs (x.x), abs (x.y), abs (x.z), abs (x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float sign (float x) {\n" +" return x > 0.0 ? 1.0 : x < 0.0 ? -1.0 : 0.0;\n" +"}\n" +"vec2 sign (vec2 x) {\n" +" return vec2 (sign (x.x), sign (x.y));\n" +"}\n" +"vec3 sign (vec3 x) {\n" +" return vec3 (sign (x.x), sign (x.y), sign (x.z));\n" +"}\n" +"vec4 sign (vec4 x) {\n" +" return vec4 (sign (x.x), sign (x.y), sign (x.z), sign (x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float floor (float x) {\n" +" return 0.0;\n" +"}\n" +"vec2 floor (vec2 x) {\n" +" return vec2 (floor (x.x), floor (x.y));\n" +"}\n" +"vec3 floor (vec3 x) {\n" +" return vec3 (floor (x.x), floor (x.y), floor (x.z));\n" +"}\n" +"vec4 floor (vec4 x) {\n" +" return vec4 (floor (x.x), floor (x.y), floor (x.z), floor (x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float ceil (float x) {\n" +" return 0.0;\n" +"}\n" +"vec2 ceil (vec2 x) {\n" +" return vec2 (ceil (x.x), ceil (x.y));\n" +"}\n" +"vec3 ceil (vec3 x) {\n" +" return vec3 (ceil (x.x), ceil (x.y), ceil (x.z));\n" +"}\n" +"vec4 ceil (vec4 x) {\n" +" return vec4 (ceil (x.x), ceil (x.y), ceil (x.z), ceil (x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float fract (float x) {\n" +" return x - floor (x);\n" +"}\n" +"vec2 fract (vec2 x) {\n" +" return vec2 (fract (x.x), fract (x.y));\n" +"}\n" +"vec3 fract (vec3 x) {\n" +" return vec3 (fract (x.x), fract (x.y), fract (x.z));\n" +"}\n" +"vec4 fract (vec4 x) {\n" +" return vec4 (fract (x.x), fract (x.y), fract (x.z), fract (x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float mod (float x, float y) {\n" +" return x - y * floor (x / y);\n" +"}\n" +"vec2 mod (vec2 x, float y) {\n" +" return vec2 (mod (x.x, y), mod (x.y, y));\n" +"}\n" +"vec3 mod (vec3 x, float y) {\n" +" return vec3 (mod (x.x, y), mod (x.y, y), mod (x.z, y));\n" +"}\n" +"vec4 mod (vec4 x, float y) {\n" +" return vec4 (mod (x.x, y), mod (x.y, y), mod (x.z, y), mod (x.w, y));\n" +"}\n" +"vec2 mod (vec2 x, vec2 y) {\n" +" return vec2 (mod (x.x, y.x), mod (x.y, y.y));\n" +"}\n" +"vec3 mod (vec3 x, vec3 y) {\n" +" return vec3 (mod (x.x, y.x), mod (x.y, y.y), mod (x.z, y.z));\n" +"}\n" +"vec4 mod (vec4 x, vec4 y) {\n" +" return vec4 (mod (x.x, y.x), mod (x.y, y.y), mod (x.z, y.z), mod (x.w, y.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float min (float x, float y) {\n" +" return y < x ? y : x;\n" +"}\n" +"vec2 min (vec2 x, float y) {\n" +" return vec2 (min (x.x, y), min (x.y, y));\n" +"}\n" +"vec3 min (vec3 x, float y) {\n" +" return vec3 (min (x.x, y), min (x.y, y), min (x.z, y));\n" +"}\n" +"vec4 min (vec4 x, float y) {\n" +" return vec4 (min (x.x, y), min (x.y, y), min (x.z, y), min (x.w, y));\n" +"}\n" +"vec2 min (vec2 x, vec2 y) {\n" +" return vec2 (min (x.x, y.x), min (x.y, y.y));\n" +"}\n" +"vec3 min (vec3 x, vec3 y) {\n" +" return vec3 (min (x.x, y.x), min (x.y, y.y), min (x.z, y.z));\n" +"}\n" +"vec4 min (vec4 x, vec4 y) {\n" +" return vec4 (min (x.x, y.x), min (x.y, y.y), min (x.z, y.z), min (x.w, y.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float max (float x, float y) {\n" +" return min (y, x);\n" +"}\n" +"vec2 max (vec2 x, float y) {\n" +" return vec2 (max (x.x, y), max (x.y, y));\n" +"}\n" +"vec3 max (vec3 x, float y) {\n" +" return vec3 (max (x.x, y), max (x.y, y), max (x.z, y));\n" +"}\n" +"vec4 max (vec4 x, float y) {\n" +" return vec4 (max (x.x, y), max (x.y, y), max (x.z, y), max (x.w, y));\n" +"}\n" +"vec2 max (vec2 x, vec2 y) {\n" +" return vec2 (max (x.x, y.x), max (x.y, y.y));\n" +"}\n" +"vec3 max (vec3 x, vec3 y) {\n" +" return vec3 (max (x.x, y.x), max (x.y, y.y), max (x.z, y.z));\n" +"}\n" +"vec4 max (vec4 x, vec4 y) {\n" +" return vec4 (max (x.x, y.x), max (x.y, y.y), max (x.z, y.z), max (x.w, y.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float clamp (float x, float minVal, float maxVal) {\n" +" return min (max (x, minVal), maxVal);\n" +"}\n" +"vec2 clamp (vec2 x, float minVal, float maxVal) {\n" +" return vec2 (clamp (x.x, minVal, maxVal), clamp (x.y, minVal, maxVal));\n" +"}\n" +"vec3 clamp (vec3 x, float minVal, float maxVal) {\n" +" return vec3 (clamp (x.x, minVal, maxVal), clamp (x.y, minVal, maxVal),\n" +" clamp (x.z, minVal, maxVal));\n" +"}\n" +"vec4 clamp (vec4 x, float minVal, float maxVal) {\n" +" return vec4 (clamp (x.x, minVal, maxVal), clamp (x.y, minVal, maxVal),\n" +" clamp (x.z, minVal, maxVal), clamp (x.w, minVal, maxVal));\n" +"}\n" +"vec2 clamp (vec2 x, vec2 minVal, vec2 maxVal) {\n" +" return vec2 (clamp (x.x, minVal.x, maxVal.x), clamp (x.y, minVal.y, maxVal.y));\n" +"}\n" +"vec3 clamp (vec3 x, vec3 minVal, vec3 maxVal) {\n" +" return vec3 (clamp (x.x, minVal.x, maxVal.x), clamp (x.y, minVal.y, maxVal.y),\n" +" clamp (x.z, minVal.z, maxVal.z));\n" +"}\n" +"vec4 clamp (vec4 x, vec4 minVal, vec4 maxVal) {\n" +" return vec4 (clamp (x.x, minVal.x, maxVal.y), clamp (x.y, minVal.y, maxVal.y),\n" +" clamp (x.z, minVal.z, maxVal.z), clamp (x.w, minVal.w, maxVal.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float mix (float x, float y, float a) {\n" +" return x * (1.0 - a) + y * a;\n" +"}\n" +"vec2 mix (vec2 x, vec2 y, float a) {\n" +" return vec2 (mix (x.x, y.x, a), mix (x.y, y.y, a));\n" +"}\n" +"vec3 mix (vec3 x, vec3 y, float a) {\n" +" return vec3 (mix (x.x, y.x, a), mix (x.y, y.y, a), mix (x.z, y.z, a));\n" +"}\n" +"vec4 mix (vec4 x, vec4 y, float a) {\n" +" return vec4 (mix (x.x, y.x, a), mix (x.y, y.y, a), mix (x.z, y.z, a), mix (x.w, y.w, a));\n" +"}\n" +"vec2 mix (vec2 x, vec2 y, vec2 a) {\n" +" return vec2 (mix (x.x, y.x, a.x), mix (x.y, y.y, a.y));\n" +"}\n" +"vec3 mix (vec3 x, vec3 y, vec3 a) {\n" +" return vec3 (mix (x.x, y.x, a.x), mix (x.y, y.y, a.y), mix (x.z, y.z, a.z));\n" +"}\n" +"vec4 mix (vec4 x, vec4 y, vec4 a) {\n" +" return vec4 (mix (x.x, y.x, a.x), mix (x.y, y.y, a.y), mix (x.z, y.z, a.z),\n" +" mix (x.w, y.w, a.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float step (float edge, float x) {\n" +" return x < edge ? 0.0 : 1.0;\n" +"}\n" +"vec2 step (float edge, vec2 x) {\n" +" return vec2 (step (edge, x.x), step (edge, x.y));\n" +"}\n" +"vec3 step (float edge, vec3 x) {\n" +" return vec3 (step (edge, x.x), step (edge, x.y), step (edge, x.z));\n" +"}\n" +"vec4 step (float edge, vec4 x) {\n" +" return vec4 (step (edge, x.x), step (edge, x.y), step (edge, x.z), step (edge, x.w));\n" +"}\n" +"vec2 step (vec2 edge, vec2 x) {\n" +" return vec2 (step (edge.x, x.x), step (edge.y, x.y));\n" +"}\n" +"vec3 step (vec3 edge, vec3 x) {\n" +" return vec3 (step (edge.x, x.x), step (edge.y, x.y), step (edge.z, x.z));\n" +"}\n" +"vec4 step (vec4 edge, vec4 x) {\n" +" return vec4 (step (edge.x, x.x), step (edge.y, x.y), step (edge.z, x.z), step (edge.w, x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float smoothstep (float edge0, float edge1, float x) {\n" +" const float t = clamp ((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n" +" return t * t * (3.0 - 2.0 * t);\n" +"}\n" +"vec2 smoothstep (float edge0, float edge1, vec2 x) {\n" +" return vec2 (smoothstep (edge0, edge1, x.x), smoothstep (edge0, edge1, x.y));\n" +"}\n" +"vec3 smoothstep (float edge0, float edge1, vec3 x) {\n" +" return vec3 (smoothstep (edge0, edge1, x.x), smoothstep (edge0, edge1, x.y),\n" +" smoothstep (edge0, edge1, x.z));\n" +"}\n" +"vec4 smoothstep (float edge0, float edge1, vec4 x) {\n" +" return vec4 (smoothstep (edge0, edge1, x.x), smoothstep (edge0, edge1, x.y),\n" +" smoothstep (edge0, edge1, x.z), smoothstep (edge0, edge1, x.w));\n" +"}\n" +"vec2 smoothstep (vec2 edge0, vec2 edge1, vec2 x) {\n" +" return vec2 (smoothstep (edge0.x, edge1.x, x.x), smoothstep (edge0.y, edge1.y, x.y));\n" +"}\n" +"vec3 smoothstep (vec3 edge0, vec3 edge1, vec3 x) {\n" +" return vec3 (smoothstep (edge0.x, edge1.x, x.x), smoothstep (edge0.y, edge1.y, x.y),\n" +" smoothstep (edge0.z, edge1.z, x.z));\n" +"}\n" +"vec4 smoothstep (vec4 edge0, vec4 edge1, vec4 x) {\n" +" return vec4 (smoothstep (edge0.x, edge1.x, x.x), smoothstep (edge0.y, edge1.y, x.y),\n" +" smoothstep (edge0.z, edge1.z, x.z), smoothstep (edge0.w, edge1.w, x.w));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float dot (float x, float y) {\n" +" return x * y;\n" +"}\n" +"float dot (vec2 x, vec2 y) {\n" +" return dot (x.x, y.x) + dot (x.y, y.y);\n" +"}\n" +"float dot (vec3 x, vec3 y) {\n" +" return dot (x.x, y.x) + dot (x.y, y.y) + dot (x.z, y.z);\n" +"}\n" +"float dot (vec4 x, vec4 y) {\n" +" return dot (x.x, y.x) + dot (x.y, y.y) + dot (x.z, y.z) + dot (x.w, y.w);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float length (float x) {\n" +" return sqrt (dot (x, x));\n" +"}\n" +"float length (vec2 x) {\n" +" return sqrt (dot (x, x));\n" +"}\n" +"float length (vec3 x) {\n" +" return sqrt (dot (x, x));\n" +"}\n" +"float length (vec4 x) {\n" +" return sqrt (dot (x, x));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float distance (float x, float y) {\n" +" return length (x - y);\n" +"}\n" +"float distance (vec2 x, vec2 y) {\n" +" return length (x - y);\n" +"}\n" +"float distance (vec3 x, vec3 y) {\n" +" return length (x - y);\n" +"}\n" +"float distance (vec4 x, vec4 y) {\n" +" return length (x - y);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec3 cross (vec3 x, vec3 y) {\n" +" return vec3 (x.y * y.z - y.y * x.z, x.z * y.x - y.z * x.x, x.x * y.y - y.x * x.y);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float normalize (float x) {\n" +" return 1.0;\n" +"}\n" +"vec2 normalize (vec2 x) {\n" +" return x / length (x);\n" +"}\n" +"vec3 normalize (vec3 x) {\n" +" return x / length (x);\n" +"}\n" +"vec4 normalize (vec4 x) {\n" +" return x / length (x);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float faceforward (float N, float I, float Nref) {\n" +" return dot (Nref, I) < 0.0 ? N : -N;\n" +"}\n" +"vec2 faceforward (vec2 N, vec2 I, vec2 Nref) {\n" +" return dot (Nref, I) < 0.0 ? N : -N;\n" +"}\n" +"vec3 faceforward (vec3 N, vec3 I, vec3 Nref) {\n" +" return dot (Nref, I) < 0.0 ? N : -N;\n" +"}\n" +"vec4 faceforward (vec4 N, vec4 I, vec4 Nref) {\n" +" return dot (Nref, I) < 0.0 ? N : -N;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float reflect (float I, float N) {\n" +" return I - 2.0 * dot (N, I) * N;\n" +"}\n" +"vec2 reflect (vec2 I, vec2 N) {\n" +" return I - 2.0 * dot (N, I) * N;\n" +"}\n" +"vec3 reflect (vec3 I, vec3 N) {\n" +" return I - 2.0 * dot (N, I) * N;\n" +"}\n" +"vec4 reflect (vec4 I, vec4 N) {\n" +" return I - 2.0 * dot (N, I) * N;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float refract (float I, float N, float eta) {\n" +" const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I));\n" +" if (k < 0.0)\n" +" return 0.0;\n" +" return eta * I - (eta * dot (N, I) + sqrt (k)) * N;\n" +"}\n" +"vec2 refract (vec2 I, vec2 N, float eta) {\n" +" const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I));\n" +" if (k < 0.0)\n" +" return vec2 (0.0);\n" +" return eta * I - (eta * dot (N, I) + sqrt (k)) * N;\n" +"}\n" +"vec3 refract (vec3 I, vec3 N, float eta) {\n" +" const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I));\n" +" if (k < 0.0)\n" +" return vec3 (0.0);\n" +" return eta * I - (eta * dot (N, I) + sqrt (k)) * N;\n" +"}\n" +"vec4 refract (vec4 I, vec4 N, float eta) {\n" +" const float k = 1.0 - eta * eta * (1.0 - dot (N, I) * dot (N, I));\n" +" if (k < 0.0)\n" +" return vec4 (0.0);\n" +" return eta * I - (eta * dot (N, I) + sqrt (k)) * N;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"mat2 matrixCompMult (mat2 x, mat2 y) {\n" +" return mat2 (\n" +" x[0].x * y[0].x, x[0].y * y[0].y,\n" +" x[1].x * y[1].x, x[1].y * y[1].y\n" +" );\n" +"}\n" +"mat3 matrixCompMult (mat3 x, mat3 y) {\n" +" return mat4 (\n" +" x[0].x * y[0].x, x[0].y * y[0].y, x[0].z * y[0].z,\n" +" x[1].x * y[1].x, x[1].y * y[1].y, x[1].z * y[1].z,\n" +" x[2].x * y[2].x, x[2].y * y[2].y, x[2].z * y[2].z\n" +" );\n" +"}\n" +"mat4 matrixCompMult (mat4 x, mat4 y) {\n" +" return mat4 (\n" +" x[0].x * y[0].x, x[0].y * y[0].y, x[0].z * y[0].z + x[0].w * y[0].w,\n" +" x[1].x * y[1].x, x[1].y * y[1].y, x[1].z * y[1].z + x[1].w * y[1].w,\n" +" x[2].x * y[2].x, x[2].y * y[2].y, x[2].z * y[2].z + x[2].w * y[2].w,\n" +" x[3].x * y[3].x, x[3].y * y[3].y, x[3].z * y[3].z + x[3].w * y[3].w\n" +" );\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bvec2 lessThan (vec2 x, vec2 y) {\n" +" return bvec2 (x.x < y.x, x.y < y.y);\n" +"}\n" +"bvec3 lessThan (vec3 x, vec3 y) {\n" +" return bvec3 (x.x < y.x, x.y < y.y, x.z < y.z);\n" +"}\n" +"bvec4 lessThan (vec4 x, vec4 y) {\n" +" return bvec4 (x.x < y.x, x.y < y.y, x.z < y.z, x.w < y.w);\n" +"}\n" +"bvec2 lessThan (ivec2 x, ivec2 y) {\n" +" return bvec2 (x.x < y.x, x.y < y.y);\n" +"}\n" +"bvec3 lessThan (ivec3 x, ivec3 y) {\n" +" return bvec3 (x.x < y.x, x.y < y.y, x.z < y.z);\n" +"}\n" +"bvec4 lessThan (ivec4 x, ivec4 y) {\n" +" return bvec4 (x.x < y.x, x.y < y.y, x.z < y.z, x.w < y.w);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bvec2 lessThanEqual (vec2 x, vec2 y) {\n" +" return bvec2 (x.x <= y.x, x.y <= y.y);\n" +"}\n" +"bvec3 lessThanEqual (vec3 x, vec3 y) {\n" +" return bvec3 (x.x <= y.x, x.y <= y.y, x.z <= y.z);\n" +"}\n" +"bvec4 lessThanEqual (vec4 x, vec4 y) {\n" +" return bvec4 (x.x <= y.x, x.y <= y.y, x.z <= y.z, x.w <= y.w);\n" +"}\n" +"bvec2 lessThanEqual (ivec2 x, ivec2 y) {\n" +" return bvec2 (x.x <= y.x, x.y <= y.y);\n" +"}\n" +"bvec3 lessThanEqual (ivec3 x, ivec3 y) {\n" +" return bvec3 (x.x <= y.x, x.y <= y.y, x.z <= y.z);\n" +"}\n" +"bvec4 lessThanEqual (ivec4 x, ivec4 y) {\n" +" return bvec4 (x.x <= y.x, x.y <= y.y, x.z <= y.z, x.w <= y.w);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bvec2 greaterThan (vec2 x, vec2 y) {\n" +" return bvec2 (x.x > y.x, x.y > y.y);\n" +"}\n" +"bvec3 greaterThan (vec3 x, vec3 y) {\n" +" return bvec3 (x.x > y.x, x.y > y.y, x.z > y.z);\n" +"}\n" +"bvec4 greaterThan (vec4 x, vec4 y) {\n" +" return bvec4 (x.x > y.x, x.y > y.y, x.z > y.z, x.w > y.w);\n" +"}\n" +"bvec2 greaterThan (ivec2 x, ivec2 y) {\n" +" return bvec2 (x.x > y.x, x.y > y.y);\n" +"}\n" +"bvec3 greaterThan (ivec3 x, ivec3 y) {\n" +" return bvec3 (x.x > y.x, x.y > y.y, x.z > y.z);\n" +"}\n" +"bvec4 greaterThan (ivec4 x, ivec4 y) {\n" +" return bvec4 (x.x > y.x, x.y > y.y, x.z > y.z, x.w > y.w);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bvec2 greaterThanEqual (vec2 x, vec2 y) {\n" +" return bvec2 (x.x >= y.x, x.y >= y.y);\n" +"}\n" +"bvec3 greaterThanEqual (vec3 x, vec3 y) {\n" +" return bvec3 (x.x >= y.x, x.y >= y.y, x.z >= y.z);\n" +"}\n" +"bvec4 greaterThanEqual (vec4 x, vec4 y) {\n" +" return bvec4 (x.x >= y.x, x.y >= y.y, x.z >= y.z, x.w >= y.w);\n" +"}\n" +"bvec2 greaterThanEqual (ivec2 x, ivec2 y) {\n" +" return bvec2 (x.x >= y.x, x.y >= y.y);\n" +"}\n" +"bvec3 greaterThanEqual (ivec3 x, ivec3 y) {\n" +" return bvec3 (x.x >= y.x, x.y >= y.y, x.z >= y.z);\n" +"}\n" +"bvec4 greaterThanEqual (ivec4 x, ivec4 y) {\n" +" return bvec4 (x.x >= y.x, x.y >= y.y, x.z >= y.z, x.w >= y.w);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bvec2 equal (vec2 x, vec2 y) {\n" +" return bvec2 (x.x == y.x, x.y == y.y);\n" +"}\n" +"bvec3 equal (vec3 x, vec3 y) {\n" +" return bvec3 (x.x == y.x, x.y == y.y, x.z == y.z);\n" +"}\n" +"bvec4 equal (vec4 x, vec4 y) {\n" +" return bvec4 (x.x == y.x, x.y == y.y, x.z == y.z, x.w == y.w);\n" +"}\n" +"bvec2 equal (ivec2 x, ivec2 y) {\n" +" return bvec2 (x.x == y.x, x.y == y.y);\n" +"}\n" +"bvec3 equal (ivec3 x, ivec3 y) {\n" +" return bvec3 (x.x == y.x, x.y == y.y, x.z == y.z);\n" +"}\n" +"bvec4 equal (ivec4 x, ivec4 y) {\n" +" return bvec4 (x.x == y.x, x.y == y.y, x.z == y.z, x.w == y.w);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bvec2 notEqual (vec2 x, vec2 y) {\n" +" return bvec2 (x.x != y.x, x.y != y.y);\n" +"}\n" +"bvec3 notEqual (vec3 x, vec3 y) {\n" +" return bvec3 (x.x != y.x, x.y != y.y, x.z != y.z);\n" +"}\n" +"bvec4 notEqual (vec4 x, vec4 y) {\n" +" return bvec4 (x.x != y.x, x.y != y.y, x.z != y.z, x.w != y.w);\n" +"}\n" +"bvec2 notEqual (ivec2 x, ivec2 y) {\n" +" return bvec2 (x.x != y.x, x.y != y.y);\n" +"}\n" +"bvec3 notEqual (ivec3 x, ivec3 y) {\n" +" return bvec3 (x.x != y.x, x.y != y.y, x.z != y.z);\n" +"}\n" +"bvec4 notEqual (ivec4 x, ivec4 y) {\n" +" return bvec4 (x.x != y.x, x.y != y.y, x.z != y.z, x.w != y.w);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bool any (bvec2 x) {\n" +" return x.x || x.y;\n" +"}\n" +"bool any (bvec3 x) {\n" +" return x.x || x.y || x.z;\n" +"}\n" +"bool any (bvec4 x) {\n" +" return x.x || x.y || x.z || x.w;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bool all (bvec2 x) {\n" +" return x.x && x.y;\n" +"}\n" +"bool all (bvec3 x) {\n" +" return x.x && x.y && x.z;\n" +"}\n" +"bool all (bvec4 x) {\n" +" return x.x && x.y && x.z && x.w;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bvec2 not (bvec2 x) {\n" +" return bvec2 (!x.x, !x.y);\n" +"}\n" +"bvec3 not (bvec3 x) {\n" +" return bvec3 (!x.x, !x.y, !x.z);\n" +"}\n" +"bvec4 not (bvec4 x) {\n" +" return bvec4 (!x.x, !x.y, !x.z, !x.w);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec4 texture1D (sampler1D sampler, float coord) {\n" +" return vec4 (0.0);\n" +"}\n" +"vec4 texture1DProj (sampler1D sampler, vec2 coord) {\n" +" return texture1D (sampler, coord.s / coord.t);\n" +"}\n" +"vec4 texture1DProj (sampler1D sampler, vec4 coord) {\n" +" return texture1D (sampler, coord.s / coord.q);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec4 texture2D (sampler2D sampler, vec2 coord) {\n" +" return vec4 (0.0);\n" +"}\n" +"vec4 texture2DProj (sampler2D sampler, vec3 coord) {\n" +" return texture2D (sampler, vec2 (coord.s / coord.p, coord.t / coord.p));\n" +"}\n" +"vec4 texture2DProj (sampler2D sampler, vec4 coord) {\n" +" return texture2D (sampler, vec2 (coord.s / coord.q, coord.t / coord.q));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec4 texture3D (sampler3D sampler, vec3 coord) {\n" +" return vec4 (0.0);\n" +"}\n" +"vec4 texture3DProj (sampler3D sampler, vec4 coord) {\n" +" return texture3D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec4 textureCube (samplerCube sampler, vec3 coord) {\n" +" return vec4 (0.0);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec4 shadow1D (sampler1DShadow sampler, vec3 coord) {\n" +" return vec4 (0.0);\n" +"}\n" +"\n" +"vec4 shadow2D (sampler2DShadow sampler, vec3 coord) {\n" +" return vec4 (0.0);\n" +"}\n" +"vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord) {\n" +" return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q));\n" +"}\n" +"vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord) {\n" +" return shadow2D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q));\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float noise1 (float x) {\n" +" return 0.0;\n" +"}\n" +"\n" +"float noise1 (vec2 x) {\n" +" return 0.0;\n" +"}\n" +"\n" +"float noise1 (vec3 x) {\n" +" return 0.0;\n" +"}\n" +"\n" +"float noise1 (vec4 x) {\n" +" return 0.0;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec2 noise2 (float x) {\n" +" return vec2 (0.0);\n" +"}\n" +"\n" +"vec2 noise2 (vec2 x) {\n" +" return vec2 (0.0);\n" +"}\n" +"\n" +"vec2 noise2 (vec3 x) {\n" +" return vec2 (0.0);\n" +"}\n" +"\n" +"vec2 noise2 (vec4 x) {\n" +" return vec2 (0.0);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec3 noise3 (float x) {\n" +" return vec3 (0.0);\n" +"}\n" +"\n" +"vec3 noise3 (vec2 x) {\n" +" return vec3 (0.0);\n" +"}\n" +"\n" +"vec3 noise3 (vec3 x) {\n" +" return vec3 (0.0);\n" +"}\n" +"\n" +"vec3 noise3 (vec4 x) {\n" +" return vec3 (0.0);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec4 noise4 (float x) {\n" +" return vec4 (0.0);\n" +"}\n" +"\n" +"vec4 noise4 (vec2 x) {\n" +" return vec4 (0.0);\n" +"}\n" +"\n" +"vec4 noise4 (vec3 x) {\n" +" return vec4 (0.0);\n" +"}\n" +"\n" +"vec4 noise4 (vec4 x) {\n" +" return vec4 (0.0);\n" +"}\n" +"\n" diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin_gc_bin.h b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin_gc_bin.h new file mode 100755 index 000000000..971229a92 --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_common_builtin_gc_bin.h @@ -0,0 +1,943 @@ +2,2,2,1,5,1,103,108,95,77,97,120,76,105,103,104,116,115,0,2,16,10,56,0, +0,0,2,2,1,5,1,103,108,95,77,97,120,67,108,105,112,80,108,97,110,101,115,0, +2,16,10,54,0,0,0,2,2,1,5,1,103,108,95,77,97,120,84,101,120,116,117,114, +101,85,110,105,116,115,0,2,16,10,50,0,0,0,2,2,1,5,1,103,108,95,77,97, +120,84,101,120,116,117,114,101,67,111,111,114,100,115,0,2,16,10,50,0,0,0,2,2, +1,5,1,103,108,95,77,97,120,86,101,114,116,101,120,65,116,116,114,105,98,115,0,2, 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In general, compiler treats constructors and operators as +// ordinary functions with some exceptions. For example, the language does not allow +// functions to be called in constant expressions - here the exception is made to allow it. +// +// Each implementation provides its own version of this file. Each implementation can define +// the required set of operators and constructors in its own fashion. +// +// The extended language syntax is only present when compiling this file. It is implicitly +// included at the very beginning of the compiled shader, so no built-in functions can be +// used. +// +// To communicate with the implementation, a special extended "__asm" keyword is used, followed +// by an instruction name (any valid identifier), a destination variable identifier and a +// a list of zero or more source variable identifiers. A variable identifier is a variable name +// declared earlier in the code (as a function parameter, local or global variable). +// An instruction name designates an instruction that must be exported by the implementation. +// Each instruction receives data from source variable identifiers and returns data in the +// destination variable identifier. +// +// It is up to the implementation how to define a particular operator or constructor. If it is +// expected to being used rarely, it can be defined in terms of other operators and constructors, +// for example: +// +// ivec2 __operator + (const ivec2 x, const ivec2 y) { +// return ivec2 (x[0] + y[0], x[1] + y[1]); +// } +// +// If a particular operator or constructor is expected to be used very often or is an atomic +// operation (that is, an operation that cannot be expressed in terms of other operations or +// would create a dependency cycle) it must be defined using one or more __asm constructs. +// +// Each implementation must define constructors for all scalar types (bool, float, int). +// There are 9 scalar-to-scalar constructors (including identity constructors). However, +// since the language introduces special constructors (like matrix constructor with a single +// scalar value), implementations must also implement these cases. +// The compiler provides the following algorithm when resolving a constructor: +// - try to find a constructor with a prototype matching ours, +// - if no constructor is found and this is a scalar-to-scalar constructor, raise an error, +// - if a constructor is found, execute it and return, +// - count the size of the constructor parameter list - if it is less than the size of +// our constructor's type, raise an error, +// - for each parameter in the list do a recursive constructor matching for appropriate +// scalar fields in the constructed variable, +// +// Each implementation must also define a set of operators that deal with built-in data types. +// There are four kinds of operators: +// 1) Operators that are implemented only by the compiler: "()" (function call), "," (sequence) +// and "?:" (selection). +// 2) Operators that are implemented by the compiler by expressing it in terms of other operators: +// - "." (field selection) - translated to subscript access, +// - "&&" (logical and) - translated to " ? : false", +// - "||" (logical or) - translated to " ? true : ", +// 3) Operators that can be defined by the implementation and if the required prototype is not +// found, standard behaviour is used: +// - "==", "!=", "=" (equality, assignment) - compare or assign matching fields one-by-one; +// note that at least operators for scalar data types must be defined by the implementation +// to get it work, +// 4) All other operators not mentioned above. If no required prototype is found, an error is +// raised. An implementation must follow the language specification to provide all valid +// operator prototypes. +// + +int __constructor (const float _f) { + int _i; + __asm float_to_int _i, _f; + return _i; +} + +bool __constructor (const int _i) { + return _i != 0; +} + +bool __constructor (const float _f) { + return _f != 0.0; +} + +int __constructor (const bool _b) { + return _b ? 1 : 0; +} + +float __constructor (const bool _b) { + return _b ? 1.0 : 0.0; +} + +float __constructor (const int _i) { + float _f; + __asm int_to_float _f, _i; + return _f; +} + +bool __constructor (const bool _b) { + return _b; +} + +int __constructor (const int _i) { + return _i; +} + +float __constructor (const float _f) { + return _f; +} + +vec2 __constructor (const float _f) { + return vec2 (_f, _f); +} + +vec2 __constructor (const int _i) { + return vec2 (_i, _i); +} + +vec2 __constructor (const bool _b) { + return vec2 (_b, _b); +} + +vec3 __constructor (const float _f) { + return vec3 (_f, _f, _f); +} + +vec3 __constructor (const int _i) { + return vec3 (_i, _i, _i); +} + +vec3 __constructor (const bool _b) { + return vec3 (_b, _b, _b); +} + +vec4 __constructor (const float _f) { + return vec4 (_f, _f, _f, _f); +} + +vec4 __constructor (const int _i) { + return vec4 (_i, _i, _i, _i); +} + +vec4 __constructor (const bool _b) { + return vec4 (_b, _b, _b, _b); +} + +ivec2 __constructor (const int _i) { + return ivec2 (_i, _i); +} + +ivec2 __constructor (const float _f) { + return ivec2 (_f, _f); +} + +ivec2 __constructor (const bool _b) { + return ivec2 (_b, _b); +} + +ivec3 __constructor (const int _i) { + return ivec3 (_i, _i, _i); +} + +ivec3 __constructor (const float _f) { + return ivec3 (_f, _f, _f); +} + +ivec3 __constructor (const bool _b) { + return ivec3 (_b, _b, _b); +} + +ivec4 __constructor (const int _i) { + return ivec4 (_i, _i, _i, _i); +} + +ivec4 __constructor (const float _f) { + return ivec4 (_f, _f, _f, _f); +} + +ivec4 __constructor (const bool _b) { + return ivec4 (_b, _b, _b, _b); +} + +bvec2 __constructor (const bool _b) { + return bvec2 (_b, _b); +} + +bvec2 __constructor (const float _f) { + return bvec2 (_f, _f); +} + +bvec2 __constructor (const int _i) { + return bvec2 (_i, _i); +} + +bvec3 __constructor (const bool _b) { + return bvec3 (_b, _b, _b); +} + +bvec3 __constructor (const float _f) { + return bvec3 (_f, _f, _f); +} + +bvec3 __constructor (const int _i) { + return bvec3 (_i, _i, _i); +} + +bvec4 __constructor (const bool _b) { + return bvec4 (_b, _b, _b, _b); +} + +bvec4 __constructor (const float _f) { + return bvec4 (_f, _f, _f, _f); +} + +bvec4 __constructor (const int _i) { + return bvec4 (_i, _i, _i, _i); +} + +mat2 __constructor (const float _f) { + return mat2 ( + _f, .0, + .0, _f + ); +} + +mat2 __constructor (const int _i) { + return mat2 ( + _i, .0, + .0, _i + ); +} + +mat2 __constructor (const bool _b) { + return mat2 ( + _b, .0, + .0, _b + ); +} + +mat3 __constructor (const float _f) { + return mat3 ( + _f, .0, .0, + .0, _f, .0, + .0, .0, _f + ); +} + +mat3 __constructor (const int _i) { + return mat3 ( + _i, .0, .0, + .0, _i, .0, + .0, .0, _i + ); +} + +mat3 __constructor (const bool _b) { + return mat3 ( + _b, .0, .0, + .0, _b, .0, + .0, .0, _b + ); +} + +mat4 __constructor (const float _f) { + return mat4 ( + _f, .0, .0, .0, + .0, _f, .0, .0, + .0, .0, _f, .0, + .0, .0, .0, _f + ); +} + +mat4 __constructor (const int _i) { + return mat4 ( + _i, .0, .0, .0, + .0, _i, .0, .0, + .0, .0, _i, .0, + .0, .0, .0, _i + ); +} + +mat4 __constructor (const bool _b) { + return mat4 ( + _b, .0, .0, .0, + .0, _b, .0, .0, + .0, .0, _b, .0, + .0, .0, .0, _b + ); +} + +//void __operator = (out float a, const float b) { +// __asm float_copy a, b; +//} +// +//void __operator = (out int a, const int b) { +// __asm int_copy a, b; +//} +// +//void __operator = (out bool a, const bool b) { +// __asm bool_copy a, b; +//} +// +//void __operator = (out vec2 v, const vec2 u) { +// v.x = u.x, v.y = u.y; +//} +// +//void __operator = (out vec3 v, const vec3 u) { +// v.x = u.x, v.y = u.y, v.z = u.z; +//} +// +//void __operator = (out vec4 v, const vec4 u) { +// v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w; +//} +// +//void __operator = (out ivec2 v, const ivec2 u) { +// v.x = u.x, v.y = u.y; +//} +// +//void __operator = (out ivec3 v, const ivec3 u) { +// v.x = u.x, v.y = u.y, v.z = u.z; +//} +// +//void __operator = (out ivec4 v, const ivec4 u) { +// v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w; +//} +// +//void __operator = (out bvec2 v, const bvec2 u) { +// v.x = u.x, v.y = u.y; +//} +// +//void __operator = (out bvec3 v, const bvec3 u) { +// v.x = u.x, v.y = u.y, v.z = u.z; +//} +// +//void __operator = (out bvec4 v, const bvec4 u) { +// v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w; +//} +// +//void __operator = (out mat2 m, const mat2 n) { +// m[0] = n[0], m[1] = n[1]; +//} +// +//void __operator = (out mat3 m, const mat3 n) { +// m[0] = n[0], m[1] = n[1], m[2] = n[2]; +//} +// +//void __operator = (out mat4 m, const mat4 n) { +// m[0] = n[0], m[1] = n[1], m[2] = n[2], m[3] = n[3]; +//} + +void __operator += (inout float a, const float b) { + __asm float_add a, a, b; +} + +float __operator - (const float a) { + float c; + __asm float_negate c, a; + return c; +} + +void __operator -= (inout float a, const float b) { + a += -b; +} + +void __operator *= (inout float a, const float b) { + __asm float_multiply a, a, b; +} + +void __operator /= (inout float a, const float b) { + __asm float_divide a, a, b; +} + +float __operator + (const float a, const float b) { + float c; + c = a; + return c += b; +} + +void __operator += (inout int a, const int b) { + a = int (float (a) + float (b)); +} + +int __operator - (const int a) { + return int (-float (a)); +} + +void __operator -= (inout int a, const int b) { + a += -b; +} + +float __operator * (const float a, const float b) { + float c; + c = a; + return c *= b; +} + +void __operator *= (inout int a, const int b) { + a = int (float (a) * float (b)); +} + +float __operator / (const float a, const float b) { + float c; + c = a; + return c /= b; +} + +void __operator /= (inout int a, const int b) { + a = int (float (a) / float (b)); +} + +void __operator += (inout vec2 v, const vec2 u) { + v.x += u.x, v.y += u.y; +} + +void __operator -= (inout vec2 v, const vec2 u) { + v.x -= u.x, v.y -= u.y; +} + +void __operator *= (inout vec2 v, const vec2 u) { + v.x *= u.x, v.y *= u.y; +} + +void __operator /= (inout vec2 v, const vec2 u) { + v.x /= u.x, v.y /= u.y; +} + +void __operator += (inout vec3 v, const vec3 u) { + v.x += u.x, v.y += u.y, v.z += u.z; +} + +void __operator -= (inout vec3 v, const vec3 u) { + v.x -= u.x, v.y -= u.y, v.z -= u.z; +} + +void __operator *= (inout vec3 v, const vec3 u) { + v.x *= u.x, v.y *= u.y, v.z *= u.z; +} + +void __operator /= (inout vec3 v, const vec3 u) { + v.x /= u.x, v.y /= u.y, v.z /= u.z; +} + +void __operator += (inout vec4 v, const vec4 u) { + v.x += u.x, v.y += u.y, v.z += u.z, v.w += u.w; +} + +void __operator -= (inout vec4 v, const vec4 u) { + v.x -= u.x, v.y -= u.y, v.z -= u.z, v.w -= u.w; +} + +void __operator *= (inout vec4 v, const vec4 u) { + v.x *= u.x, v.y *= u.y, v.z *= u.z, v.w *= u.w; +} + +void __operator /= (inout vec4 v, const vec4 u) { + v.x /= u.x, v.y /= u.y, v.z /= u.z, v.w /= u.w; +} + +void __operator += (inout ivec2 v, const ivec2 u) { + v.x += u.x, v.y += u.y; +} + +void __operator -= (inout ivec2 v, const ivec2 u) { + v.x -= u.x, v.y -= u.y; +} + +void __operator *= (inout ivec2 v, const ivec2 u) { + v.x *= u.x, v.y *= u.y; +} + +void __operator /= (inout ivec2 v, const ivec2 u) { + v.x /= u.x, v.y /= u.y; +} + +void __operator += (inout ivec3 v, const ivec3 u) { + v.x += u.x, v.y += u.y, v.z += u.z; +} + +void __operator -= (inout ivec3 v, const ivec3 u) { + v.x -= u.x, v.y -= u.y, v.z -= u.z; +} + +void __operator *= (inout ivec3 v, const ivec3 u) { + v.x *= u.x, v.y *= u.y, v.z *= u.z; +} + +void __operator /= (inout ivec3 v, const ivec3 u) { + v.x /= u.x, v.y /= u.y, v.z /= u.z; +} + +void __operator += (inout ivec4 v, const ivec4 u) { + v.x += u.x, v.y += u.y, v.z += u.z, v.w += u.w; +} + +void __operator -= (inout ivec4 v, const ivec4 u) { + v.x -= u.x, v.y -= u.y, v.z -= u.z, v.w -= u.w; +} + +void __operator *= (inout ivec4 v, const ivec4 u) { + v.x *= u.x, v.y *= u.y, v.z *= u.z, v.w *= u.w; +} + +void __operator /= (inout ivec4 v, const ivec4 u) { + v.x /= u.x, v.y /= u.y, v.z /= u.z, v.w /= u.w; +} + +void __operator += (inout mat2 m, const mat2 n) { + m[0] += n[0], m[1] += n[1]; +} + +void __operator -= (inout mat2 m, const mat2 n) { + m[0] -= n[0], m[1] -= n[1]; +} + +vec2 __operator * (const mat2 m, const vec2 v) { + return vec2 ( + v.x * m[0].x + v.y * m[1].x, + v.x * m[0].y + v.y * m[1].y + ); +} + +mat2 __operator * (const mat2 m, const mat2 n) { + return mat2 (m * n[0], m * n[1]); +} + +void __operator *= (inout mat2 m, const mat2 n) { + m = m * n; +} + +void __operator /= (inout mat2 m, const mat2 n) { + m[0] /= n[0], m[1] /= n[1]; +} + +void __operator += (inout mat3 m, const mat3 n) { + m[0] += n[0], m[1] += n[1], m[2] += n[2]; +} + +void __operator -= (inout mat3 m, const mat3 n) { + m[0] -= n[0], m[1] -= n[1], m[2] -= n[2]; +} + +vec3 __operator * (const mat3 m, const vec3 v) { + return vec3 ( + v.x * m[0].x + v.y * m[1].x + v.z * m[2].x, + v.x * m[0].y + v.y * m[1].y + v.z * m[2].y, + v.x * m[0].z + v.y * m[1].z + v.z * m[2].z + ); +} + +mat3 __operator * (const mat3 m, const mat3 n) { + return mat3 (m * n[0], m * n[1], m * n[2]); +} + +void __operator *= (inout mat3 m, const mat3 n) { + m = m * n; +} + +void __operator /= (inout mat3 m, const mat3 n) { + m[0] /= n[0], m[1] /= n[1], m[2] /= n[2]; +} + +void __operator += (inout mat4 m, const mat4 n) { + m[0] += n[0], m[1] += n[1], m[2] += n[2], m[3] += n[3]; +} + +void __operator -= (inout mat4 m, const mat4 n) { + m[0] -= n[0], m[1] -= n[1], m[2] -= n[2], m[3] -= n[3]; +} + +vec4 __operator * (const mat4 m, const vec4 v) { + return vec4 ( + v.x * m[0].x + v.y * m[1].x + v.z * m[2].x + v.w * m[3].x, + v.x * m[0].y + v.y * m[1].y + v.z * m[2].y + v.w * m[3].y, + v.x * m[0].z + v.y * m[1].z + v.z * m[2].z + v.w * m[3].z, + v.x * m[0].w + v.y * m[1].w + v.z * m[2].w + v.w * m[3].w + ); +} + +mat4 __operator * (const mat4 m, const mat4 n) { + return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]); +} + +void __operator *= (inout mat4 m, const mat4 n) { + m = m * n; +} + +void __operator /= (inout mat4 m, const mat4 n) { + m[0] /= n[0], m[1] /= n[1], m[2] /= n[2], m[3] /= n[3]; +} + +void __operator += (inout vec2 v, const float a) { + v.x += a, v.y += a; +} + +void __operator -= (inout vec2 v, const float a) { + v.x -= a, v.y -= a; +} + +void __operator *= (inout vec2 v, const float a) { + v.x *= a, v.y *= a; +} + +void __operator /= (inout vec2 v, const float a) { + v.x /= a, v.y /= a; +} + +void __operator += (inout vec3 v, const float a) { + v.x += a, v.y += a, v.z += a; +} + +void __operator -= (inout vec3 v, const float a) { + v.x -= a, v.y -= a, v.z -= a; +} + +void __operator *= (inout vec3 v, const float a) { + v.x *= a, v.y *= a, v.z *= a; +} + +void __operator /= (inout vec3 v, const float a) { + v.x /= a, v.y /= a, v.z /= a; +} + +void __operator += (inout vec4 v, const float a) { + v.x += a, v.y += a, v.z += a, v.w += a; +} + +void __operator -= (inout vec4 v, const float a) { + v.x -= a, v.y -= a, v.z -= a, v.w -= a; +} + +void __operator *= (inout vec4 v, const float a) { + v.x *= a, v.y *= a, v.z *= a, v.w *= a; +} + +void __operator /= (inout vec4 v, const float a) { + v.x /= a, v.y /= a, v.z /= a, v.w /= a; +} + +void __operator += (inout mat2 m, const float a) { + m[0] += a, m[1] += a; +} + +void __operator -= (inout mat2 m, const float a) { + m[0] -= a, m[1] -= a; +} + +void __operator *= (inout mat2 m, const float a) { + m[0] *= a, m[1] *= a; +} + +void __operator /= (inout mat2 m, const float a) { + m[0] /= a, m[1] /= a; +} + +void __operator += (inout mat3 m, const float a) { + m[0] += a, m[1] += a, m[2] += a; +} + +void __operator -= (inout mat3 m, const float a) { + m[0] -= a, m[1] -= a, m[2] -= a; +} + +void __operator *= (inout mat3 m, const float a) { + m[0] *= a, m[1] *= a, m[2] *= a; +} + +void __operator /= (inout mat3 m, const float a) { + m[0] /= a, m[1] /= a, m[2] /= a; +} + +void __operator += (inout mat4 m, const float a) { + m[0] += a, m[1] += a, m[2] += a, m[3] += a; +} + +void __operator -= (inout mat4 m, const float a) { + m[0] -= a, m[1] -= a, m[2] -= a, m[3] -= a; +} + +void __operator *= (inout mat4 m, const float a) { + m[0] *= a, m[1] *= a, m[2] *= a, m[3] *= a; +} + +void __operator /= (inout mat4 m, const float a) { + m[0] /= a, m[1] /= a, m[2] /= a, m[3] /= a; +} + +vec2 __operator * (const vec2 v, const mat2 m) { + return vec2 ( + v.x * m[0].x + v.y * m[0].y, + v.x * m[1].x + v.y * m[1].y + ); +} + +void __operator *= (inout vec2 v, const mat2 m) { + v = v * m; +} + +vec3 __operator * (const vec3 v, const mat3 m) { + return vec3 ( + v.x * m[0].x + v.y * m[0].y + v.z * m[0].z, + v.x * m[1].x + v.y * m[1].y + v.z * m[1].z, + v.x * m[2].x + v.y * m[2].y + v.z * m[2].z + ); +} + +void __operator *= (inout vec3 v, const mat3 m) { + v = v * m; +} + +vec4 __operator * (const vec4 v, const mat4 m) { + return vec4 ( + v.x * m[0].x + v.y * m[0].y + v.z * m[0].z + v.w * m[0].w, + v.x * m[1].x + v.y * m[1].y + v.z * m[1].z + v.w * m[1].w, + v.x * m[2].x + v.y * m[2].y + v.z * m[2].z + v.w * m[2].w, + v.x * m[3].x + v.y * m[3].y + v.z * m[3].z + v.w * m[3].w + ); +} + +void __operator *= (inout vec4 v, const mat4 m) { + v = v * m; +} + +float __operator - (const float a, const float b) { + return a + -b; +} + +int __operator + (const int a, const int b) { + int c; + c = a; + return c += b; +} + +int __operator - (const int a, const int b) { + return a + -b; +} + +int __operator * (const int a, const int b) { + int c; + return (c = a) *= b; +} + +int __operator / (const int a, const int b) { + int c; + return (c = a) /= b; +} + +vec2 __operator + (const vec2 v, const vec2 u) { + return vec2 (v.x + u.x, v.y + u.y); +} + +vec2 __operator - (const vec2 v, const vec2 u) { + return vec2 (v.x - u.x, v.y - u.y); +} + +vec3 __operator + (const vec3 v, const vec3 u) { + return vec3 (v.x + u.x, v.y + u.y, v.z + u.z); +} + +vec3 __operator - (const vec3 v, const vec3 u) { + return vec3 (v.x - u.x, v.y - u.y, v.z - u.z); +} + +vec4 __operator + (const vec4 v, const vec4 u) { + return vec4 (v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w); +} + +vec4 __operator - (const vec4 v, const vec4 u) { + return vec4 (v.x - u.x, v.y - u.y, v.z - u.z, v.w - u.w); +} + +ivec2 __operator + (const ivec2 v, const ivec2 u) { + return ivec2 (v.x + u.x, v.y + u.y); +} + +ivec2 __operator - (const ivec2 v, const ivec2 u) { + return ivec2 (v.x - u.x, v.y - u.y); +} + +ivec3 __operator + (const ivec3 v, const ivec3 u) { + return ivec3 (v.x + u.x, v.y + u.y, v.z + u.z); +} + +ivec3 __operator - (const ivec3 v, const ivec3 u) { + return ivec3 (v.x - u.x, v.y - u.y, v.z - u.z); +} + +ivec4 __operator + (const ivec4 v, const ivec4 u) { + return ivec4 (v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w); +} + +ivec4 __operator - (const ivec4 v, const ivec4 u) { + return ivec4 (v.x - u.x, v.y - u.y, v.z - u.z, v.w - u.w); +} + +mat2 __operator + (const mat2 m, const mat2 n) { + return mat2 (m[0] + n[0], m[1] + n[1]); +} + +mat2 __operator - (const mat2 m, const mat2 n) { + return mat2 (m[0] - n[0], m[1] - n[1]); +} + +mat3 __operator + (const mat3 m, const mat3 n) { + return mat3 (m[0] + n[0], m[1] + n[1], m[2] + n[2]); +} + +mat3 __operator - (const mat3 m, const mat3 n) { + return mat3 (m[0] - n[0], m[1] - n[1], m[2] - n[2]); +} + +mat4 __operator + (const mat4 m, const mat4 n) { + return mat4 (m[0] + n[0], m[1] + n[1], m[2] + n[2], m[3] + n[3]); +} + +mat4 __operator - (const mat4 m, const mat4 n) { + return mat4 (m[0] - n[0], m[1] - n[1], m[2] - n[2], m[3] - n[3]); +} + +vec2 __operator + (const float a, const vec2 u) { + return vec2 (a + u.x, a + u.y); +} + +vec2 __operator + (const vec2 v, const float b) { + return vec2 (v.x + b, v.y + b); +} + +vec2 __operator - (const float a, const vec2 u) { + return vec2 (a - u.x, a - u.y); +} + +vec2 __operator - (const vec2 v, const float b) { + return vec2 (v.x - b, v.y - b); +} + +vec2 __operator * (const float a, const vec2 u) { + return vec2 (a * u.x, a * u.y); +} + +vec2 __operator * (const vec2 v, const float b) { + return vec2 (v.x * b, v.y * b); +} + +vec2 __operator / (const float a, const vec2 u) { + return vec2 (a / u.x, a / u.y); +} + +vec2 __operator / (const vec2 v, const float b) { + return vec2 (v.x / b, v.y / b); +} + +vec3 __operator + (const float a, const vec3 u) { + return vec3 (a + u.x, a + u.y, a + u.z); +} + +vec3 __operator + (const vec3 v, const float b) { + return vec3 (v.x + b, v.y + b, v.z + b); +} + +vec3 __operator - (const float a, const vec3 u) { + return vec3 (a - u.x, a - u.y, a - u.z); +} + +vec3 __operator - (const vec3 v, const float b) { + return vec3 (v.x - b, v.y - b, v.z - b); +} + +vec3 __operator * (const float a, const vec3 u) { + return vec3 (a * u.x, a * u.y, a * u.z); +} + +vec3 __operator * (const vec3 v, const float b) { + return vec3 (v.x * b, v.y * b, v.z * b); +} + +vec3 __operator / (const float a, const vec3 u) { + return vec3 (a / u.x, a / u.y, a / u.z); +} + +vec3 __operator / (const vec3 v, const float b) { + return vec3 (v.x / b, v.y / b, v.z / b); +} + +vec4 __operator + (const float a, const vec4 u) { + return vec4 (a + u.x, a + u.y, a + u.z, a + u.w); +} + +vec4 __operator + (const vec4 v, const float b) { + return vec4 (v.x + b, v.y + b, v.z + b, v.w + b); +} + +vec4 __operator - (const float a, const vec4 u) { + return vec4 (a - u.x, a - u.y, a - u.z, a - u.w); +} + +vec4 __operator - (const vec4 v, const float b) { + return vec4 (v.x - b, v.y - b, v.z - b, v.w - b); +} + +vec4 __operator * (const float a, const vec4 u) { + return vec4 (a * u.x, a * u.y, a * u.z, a * u.w); +} + +vec4 __operator * (const vec4 v, const float b) { + return vec4 (v.x * b, v.y * b, v.z * b, v.w * b); +} + +vec4 __operator / (const float a, const vec4 u) { + return vec4 (a / u.x, a / u.y, a / u.z, a / u.w); +} + +vec4 __operator / (const vec4 v, const float b) { + return vec4 (v.x / b, v.y / b, v.z / b, v.w / b); +} + +mat2 __operator + (const float a, const mat2 n) { + return mat2 (a + n[0], a + n[1]); +} + +mat2 __operator + (const mat2 m, const float b) { + return mat2 (m[0] + b, m[1] + b); +} + +mat2 __operator - (const float a, const mat2 n) { + return mat2 (a - n[0], a - n[1]); +} + +mat2 __operator - (const mat2 m, const float b) { + return mat2 (m[0] - b, m[1] - b); +} + +mat2 __operator * (const float a, const mat2 n) { + return mat2 (a * n[0], a * n[1]); +} + +mat2 __operator * (const mat2 m, const float b) { + return mat2 (m[0] * b, m[1] * b); +} + +mat2 __operator / (const float a, const mat2 n) { + return mat2 (a / n[0], a / n[1]); +} + +mat2 __operator / (const mat2 m, const float b) { + return mat2 (m[0] / b, m[1] / b); +} + +mat3 __operator + (const float a, const mat3 n) { + return mat3 (a + n[0], a + n[1], a + n[2]); +} + +mat3 __operator + (const mat3 m, const float b) { + return mat3 (m[0] + b, m[1] + b, m[2] + b); +} + +mat3 __operator - (const float a, const mat3 n) { + return mat3 (a - n[0], a - n[1], a - n[2]); +} + +mat3 __operator - (const mat3 m, const float b) { + return mat3 (m[0] - b, m[1] - b, m[2] - b); +} + +mat3 __operator * (const float a, const mat3 n) { + return mat3 (a * n[0], a * n[1], a * n[2]); +} + +mat3 __operator * (const mat3 m, const float b) { + return mat3 (m[0] * b, m[1] * b, m[2] * b); +} + +mat3 __operator / (const float a, const mat3 n) { + return mat3 (a / n[0], a / n[1], a / n[2]); +} + +mat3 __operator / (const mat3 m, const float b) { + return mat3 (m[0] / b, m[1] / b, m[2] / b); +} + +mat4 __operator + (const float a, const mat4 n) { + return mat4 (a + n[0], a + n[1], a + n[2], a + n[3]); +} + +mat4 __operator + (const mat4 m, const float b) { + return mat4 (m[0] + b, m[1] + b, m[2] + b, m[3] + b); +} + +mat4 __operator - (const float a, const mat4 n) { + return mat4 (a - n[0], a - n[1], a - n[2], a - n[3]); +} + +mat4 __operator - (const mat4 m, const float b) { + return mat4 (m[0] - b, m[1] - b, m[2] - b, m[3] - b); +} + +mat4 __operator * (const float a, const mat4 n) { + return mat4 (a * n[0], a * n[1], a * n[2], a * n[3]); +} + +mat4 __operator * (const mat4 m, const float b) { + return mat4 (m[0] * b, m[1] * b, m[2] * b, m[3] * b); +} + +mat4 __operator / (const float a, const mat4 n) { + return mat4 (a / n[0], a / n[1], a / n[2], a / n[3]); +} + +mat4 __operator / (const mat4 m, const float b) { + return mat4 (m[0] / b, m[1] / b, m[2] / b, m[3] / b); +} + +ivec2 __operator + (const int a, const ivec2 u) { + return ivec2 (a + u.x, a + u.y); +} + +ivec2 __operator + (const ivec2 v, const int b) { + return ivec2 (v.x + b, v.y + b); +} + +ivec2 __operator - (const int a, const ivec2 u) { + return ivec2 (a - u.x, a - u.y); +} + +ivec2 __operator - (const ivec2 v, const int b) { + return ivec2 (v.x - b, v.y - b); +} + +ivec2 __operator * (const int a, const ivec2 u) { + return ivec2 (a * u.x, a * u.y); +} + +ivec2 __operator * (const ivec2 v, const int b) { + return ivec2 (v.x * b, v.y * b); +} + +ivec2 __operator / (const int a, const ivec2 u) { + return ivec2 (a / u.x, a / u.y); +} + +ivec2 __operator / (const ivec2 v, const int b) { + return ivec2 (v.x / b, v.y / b); +} + +ivec3 __operator + (const int a, const ivec3 u) { + return ivec3 (a + u.x, a + u.y, a + u.z); +} + +ivec3 __operator + (const ivec3 v, const int b) { + return ivec3 (v.x + b, v.y + b, v.z + b); +} + +ivec3 __operator - (const int a, const ivec3 u) { + return ivec3 (a - u.x, a - u.y, a - u.z); +} + +ivec3 __operator - (const ivec3 v, const int b) { + return ivec3 (v.x - b, v.y - b, v.z - b); +} + +ivec3 __operator * (const int a, const ivec3 u) { + return ivec3 (a * u.x, a * u.y, a * u.z); +} + +ivec3 __operator * (const ivec3 v, const int b) { + return ivec3 (v.x * b, v.y * b, v.z * b); +} + +ivec3 __operator / (const int a, const ivec3 u) { + return ivec3 (a / u.x, a / u.y, a / u.z); +} + +ivec3 __operator / (const ivec3 v, const int b) { + return ivec3 (v.x / b, v.y / b, v.z / b); +} + +ivec4 __operator + (const int a, const ivec4 u) { + return ivec4 (a + u.x, a + u.y, a + u.z, a + u.w); +} + +ivec4 __operator + (const ivec4 v, const int b) { + return ivec4 (v.x + b, v.y + b, v.z + b, v.w + b); +} + +ivec4 __operator - (const int a, const ivec4 u) { + return ivec4 (a - u.x, a - u.y, a - u.z, a - u.w); +} + +ivec4 __operator - (const ivec4 v, const int b) { + return ivec4 (v.x - b, v.y - b, v.z - b, v.w - b); +} + +ivec4 __operator * (const int a, const ivec4 u) { + return ivec4 (a * u.x, a * u.y, a * u.z, a * u.w); +} + +ivec4 __operator * (const ivec4 v, const int b) { + return ivec4 (v.x * b, v.y * b, v.z * b, v.w * b); +} + +ivec4 __operator / (const int a, const ivec4 u) { + return ivec4 (a / u.x, a / u.y, a / u.z, a / u.w); +} + +ivec4 __operator / (const ivec4 v, const int b) { + return ivec4 (v.x / b, v.y / b, v.z / b, v.w / b); +} + +vec2 __operator * (const vec2 v, const vec2 u) { + return vec2 (v.x * u.x, v.y * u.y); +} + +vec3 __operator * (const vec3 v, const vec3 u) { + return vec3 (v.x * u.x, v.y * u.y, v.z * u.z); +} + +vec4 __operator * (const vec4 v, const vec4 u) { + return vec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w); +} + +ivec2 __operator * (const ivec2 v, const ivec2 u) { + return ivec2 (v.x * u.x, v.y * u.y); +} + +ivec3 __operator * (const ivec3 v, const ivec3 u) { + return ivec3 (v.x * u.x, v.y * u.y, v.z * u.z); +} + +ivec4 __operator * (const ivec4 v, const ivec4 u) { + return ivec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w); +} + +vec2 __operator / (const vec2 v, const vec2 u) { + return vec2 (v.x / u.x, v.y / u.y); +} + +vec3 __operator / (const vec3 v, const vec3 u) { + return vec3 (v.x / u.x, v.y / u.y, v.z / u.z); +} + +vec4 __operator / (const vec4 v, const vec4 u) { + return vec4 (v.x / u.x, v.y / u.y, v.z / u.z, v.w / u.w); +} + +ivec2 __operator / (const ivec2 v, const ivec2 u) { + return ivec2 (v.x / u.x, v.y / u.y); +} + +ivec3 __operator / (const ivec3 v, const ivec3 u) { + return ivec3 (v.x / u.x, v.y / u.y, v.z / u.z); +} + +ivec4 __operator / (const ivec4 v, const ivec4 u) { + return ivec4 (v.x / u.x, v.y / u.y, v.z / u.z, v.w / u.w); +} + +mat2 __operator / (const mat2 m, const mat2 n) { + return mat2 (m[0] / n[0], m[1] / n[1]); +} + +mat3 __operator / (const mat3 m, const mat3 n) { + return mat3 (m[0] / n[0], m[1] / n[1], m[2] / n[2]); +} + +mat4 __operator / (const mat4 m, const mat4 n) { + return mat4 (m[0] / n[0], m[1] / n[1], m[2] / n[2], m[3] / n[3]); +} + +vec2 __operator - (const vec2 v) { + return vec2 (-v.x, -v.y); +} + +vec3 __operator - (const vec3 v) { + return vec3 (-v.x, -v.y, -v.z); +} + +vec4 __operator - (const vec4 v) { + return vec4 (-v.x, -v.y, -v.z, -v.w); +} + +ivec2 __operator - (const ivec2 v) { + return ivec2 (-v.x, -v.y); +} + +ivec3 __operator - (const ivec3 v) { + return ivec3 (-v.x, -v.y, -v.z); +} + +ivec4 __operator - (const ivec4 v) { + return ivec4 (-v.x, -v.y, -v.z, -v.w); +} + +mat2 __operator - (const mat2 m) { + return mat2 (-m[0], -m[1]); +} + +mat3 __operator - (const mat3 m) { + return mat3 (-m[0], -m[1], -m[2]); +} + +mat4 __operator - (const mat4 m) { + return mat4 (-m[0], -m[1], -m[2], -m[3]); +} + +// +// NOTE: postfix increment and decrement operators take additional dummy int parameter to +// distinguish their prototypes from prefix ones. +// + +void __operator -- (inout float a) { + a -= 1.0; +} + +void __operator -- (inout int a) { + a -= 1; +} + +void __operator -- (inout vec2 v) { + --v.x, --v.y; +} + +void __operator -- (inout vec3 v) { + --v.x, --v.y, --v.z; +} + +void __operator -- (inout vec4 v) { + --v.x, --v.y, --v.z, --v.w; +} + +void __operator -- (inout ivec2 v) { + --v.x, --v.y; +} + +void __operator -- (inout ivec3 v) { + --v.x, --v.y, --v.z; +} + +void __operator -- (inout ivec4 v) { + --v.x, --v.y, --v.z, --v.w; +} + +void __operator -- (inout mat2 m) { + --m[0], --m[1]; +} + +void __operator -- (inout mat3 m) { + --m[0], --m[1], --m[2]; +} + +void __operator -- (inout mat4 m) { + --m[0], --m[1], --m[2], --m[3]; +} + +void __operator ++ (inout float a) { + a += 1.0; +} + +void __operator ++ (inout int a) { + a += 1; +} + +void __operator ++ (inout vec2 v) { + ++v.x, ++v.y; +} + +void __operator ++ (inout vec3 v) { + ++v.x, ++v.y, ++v.z; +} + +void __operator ++ (inout vec4 v) { + ++v.x, ++v.y, ++v.z, ++v.w; +} + +void __operator ++ (inout ivec2 v) { + ++v.x, ++v.y; +} + +void __operator ++ (inout ivec3 v) { + ++v.x, ++v.y, ++v.z; +} + +void __operator ++ (inout ivec4 v) { + ++v.x, ++v.y, ++v.z, ++v.w; +} + +void __operator ++ (inout mat2 m) { + ++m[0], ++m[1]; +} + +void __operator ++ (inout mat3 m) { + ++m[0], ++m[1], ++m[2]; +} + +void __operator ++ (inout mat4 m) { + ++m[0], ++m[1], ++m[2], ++m[3]; +} + +float __operator -- (inout float a, const int) { + float c; + c = a; + --a; + return c; +} + +int __operator -- (inout int a, const int) { + int c; + c = a; + --a; + return c; +} + +vec2 __operator -- (inout vec2 v, const int) { + return vec2 (v.x--, v.y--); +} + +vec3 __operator -- (inout vec3 v, const int) { + return vec3 (v.x--, v.y--, v.z--); +} + +vec4 __operator -- (inout vec4 v, const int) { + return vec4 (v.x--, v.y--, v.z--, v.w--); +} + +ivec2 __operator -- (inout ivec2 v, const int) { + return ivec2 (v.x--, v.y--); +} + +ivec3 __operator -- (inout ivec3 v, const int) { + return ivec3 (v.x--, v.y--, v.z--); +} + +ivec4 __operator -- (inout ivec4 v, const int) { + return ivec4 (v.x--, v.y--, v.z--, v.w--); +} + +mat2 __operator -- (inout mat2 m, const int) { + return mat2 (m[0]--, m[1]--); +} + +mat3 __operator -- (inout mat3 m, const int) { + return mat3 (m[0]--, m[1]--, m[2]--); +} + +mat4 __operator -- (inout mat4 m, const int) { + return mat4 (m[0]--, m[1]--, m[2]--, m[3]--); +} + +float __operator ++ (inout float a, const int) { + float c; + c = a; + ++a; + return c; +} + +int __operator ++ (inout int a, const int) { + int c; + c = a; + ++a; + return c; +} + +vec2 __operator ++ (inout vec2 v, const int) { + return vec2 (v.x++, v.y++); +} + +vec3 __operator ++ (inout vec3 v, const int) { + return vec3 (v.x++, v.y++, v.z++); +} + +vec4 __operator ++ (inout vec4 v, const int) { + return vec4 (v.x++, v.y++, v.z++, v.w++); +} + +ivec2 __operator ++ (inout ivec2 v, const int) { + return ivec2 (v.x++, v.y++); +} + +ivec3 __operator ++ (inout ivec3 v, const int) { + return ivec3 (v.x++, v.y++, v.z++); +} + +ivec4 __operator ++ (inout ivec4 v, const int) { + return ivec4 (v.x++, v.y++, v.z++, v.w++); +} + +mat2 __operator ++ (inout mat2 m, const int) { + return mat2 (m[0]++, m[1]++); +} + +mat3 __operator ++ (inout mat3 m, const int) { + return mat3 (m[0]++, m[1]++, m[2]++); +} + +mat4 __operator ++ (inout mat4 m, const int) { + return mat4 (m[0]++, m[1]++, m[2]++, m[3]++); +} + +bool __operator < (const float a, const float b) { + bool c; + __asm float_less c, a, b; + return c; +} + +bool __operator < (const int a, const int b) { + return float (a) < float (b); +} + +bool __operator > (const float a, const float b) { + return b < a; +} + +bool __operator > (const int a, const int b) { + return b < a; +} + +bool __operator >= (const float a, const float b) { + return a > b || a == b; +} + +bool __operator >= (const int a, const int b) { + return a > b || a == b; +} + +bool __operator <= (const float a, const float b) { + return a < b || a == b; +} + +bool __operator <= (const int a, const int b) { + return a < b || a == b; +} + +//bool __operator == (const float a, const float b) { +// bool c; +// __asm float_equal c, a, b; +// return c; +//} +// +//bool __operator == (const int a, const int b) { +// return float (a) == float (b); +//} +// +//bool __operator == (const bool a, const bool b) { +// return float (a) == float (b); +//} +// +//bool __operator == (const vec2 v, const vec2 u) { +// return v.x == u.x && v.y == u.y; +//} +// +//bool __operator == (const vec3 v, const vec3 u) { +// return v.x == u.x && v.y == u.y && v.z == u.z; +//} +// +//bool __operator == (const vec4 v, const vec4 u) { +// return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w; +//} +// +//bool __operator == (const ivec2 v, const ivec2 u) { +// return v.x == u.x && v.y == u.y; +//} +// +//bool __operator == (const ivec3 v, const ivec3 u) { +// return v.x == u.x && v.y == u.y && v.z == u.z; +//} +// +//bool __operator == (const ivec4 v, const ivec4 u) { +// return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w; +//} +// +//bool __operator == (const bvec2 v, const bvec2 u) { +// return v.x == u.x && v.y == u.y; +//} +// +//bool __operator == (const bvec3 v, const bvec3 u) { +// return v.x == u.x && v.y == u.y && v.z == u.z; +//} +// +//bool __operator == (const bvec4 v, const bvec4 u) { +// return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w; +//} +// +//bool __operator == (const mat2 m, const mat2 n) { +// return m[0] == n[0] && m[1] == n[1]; +//} +// +//bool __operator == (const mat3 m, const mat3 n) { +// return m[0] == n[0] && m[1] == n[1] && m[2] == n[2]; +//} +// +//bool __operator == (const mat4 m, const mat4 n) { +// return m[0] == n[0] && m[1] == n[1] && m[2] == n[2] && m[3] == n[3]; +//} +// +//bool __operator != (const float a, const float b) { +// return !(a == b); +//} +// +//bool __operator != (const int a, const int b) { +// return !(a == b); +//} +// +//bool __operator != (const bool a, const bool b) { +// return !(a == b); +//} +// +//bool __operator != (const vec2 v, const vec2 u) { +// return v.x != u.x || v.y != u.y; +//} +// +//bool __operator != (const vec3 v, const vec3 u) { +// return v.x != u.x || v.y != u.y || v.z != u.z; +//} +// +//bool __operator != (const vec4 v, const vec4 u) { +// return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w; +//} +// +//bool __operator != (const ivec2 v, const ivec2 u) { +// return v.x != u.x || v.y != u.y; +//} +// +//bool __operator != (const ivec3 v, const ivec3 u) { +// return v.x != u.x || v.y != u.y || v.z != u.z; +//} +// +//bool __operator != (const ivec4 v, const ivec4 u) { +// return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w; +//} +// +//bool __operator != (const bvec2 v, const bvec2 u) { +// return v.x != u.x || v.y != u.y; +//} +// +//bool __operator != (const bvec3 v, const bvec3 u) { +// return v.x != u.x || v.y != u.y || v.z != u.z; +//} +// +//bool __operator != (const bvec4 v, const bvec4 u) { +// return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w; +//} +// +//bool __operator != (const mat2 m, const mat2 n) { +// return m[0] != n[0] || m[1] != n[1]; +//} +// +//bool __operator != (const mat3 m, const mat3 n) { +// return m[0] != n[0] || m[1] != n[1] || m[2] != n[2]; +//} +// +//bool __operator != (const mat4 m, const mat4 n) { +// return m[0] != n[0] || m[1] != n[1] || m[2] != n[2] || m[3] != n[3]; +//} + +bool __operator ^^ (const bool a, const bool b) { + return a != b; +} + +// +// These operators are handled internally by the compiler: +// +// bool __operator && (bool a, bool b) { +// return a ? b : false; +// } +// bool __operator || (bool a, bool b) { +// return a ? true : b; +// } +// + +bool __operator ! (const bool a) { + return a == false; +} + diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_core_gc.h b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_core_gc.h new file mode 100644 index 000000000..c7f3d368a --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_core_gc.h @@ -0,0 +1,1565 @@ +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"int __constructor (const float _f) {\n" +" int _i;\n" +" __asm float_to_int _i, _f;\n" +" return _i;\n" +"}\n" +"\n" +"bool __constructor (const int _i) {\n" +" return _i != 0;\n" +"}\n" +"\n" +"bool __constructor (const float _f) {\n" +" return _f != 0.0;\n" +"}\n" +"\n" +"int __constructor (const bool _b) {\n" +" return _b ? 1 : 0;\n" +"}\n" +"\n" +"float __constructor (const bool _b) {\n" +" return _b ? 1.0 : 0.0;\n" +"}\n" +"\n" +"float __constructor (const int _i) {\n" +" float _f;\n" +" __asm int_to_float _f, _i;\n" +" return _f;\n" +"}\n" +"\n" +"bool __constructor (const bool _b) {\n" +" return _b;\n" +"}\n" +"\n" +"int __constructor (const int _i) {\n" +" return _i;\n" +"}\n" +"\n" +"float __constructor (const float _f) {\n" +" return _f;\n" +"}\n" +"\n" +"vec2 __constructor (const float _f) {\n" +" return vec2 (_f, _f);\n" +"}\n" +"\n" +"vec2 __constructor (const int _i) {\n" +" return vec2 (_i, _i);\n" +"}\n" +"\n" +"vec2 __constructor (const bool _b) {\n" +" return vec2 (_b, _b);\n" +"}\n" +"\n" +"vec3 __constructor (const float _f) {\n" +" return vec3 (_f, _f, _f);\n" +"}\n" +"\n" +"vec3 __constructor (const int _i) {\n" +" return vec3 (_i, _i, _i);\n" +"}\n" +"\n" +"vec3 __constructor (const bool _b) {\n" +" return vec3 (_b, _b, _b);\n" +"}\n" +"\n" +"vec4 __constructor (const float _f) {\n" +" return vec4 (_f, _f, _f, _f);\n" +"}\n" +"\n" +"vec4 __constructor (const int _i) {\n" +" return vec4 (_i, _i, _i, _i);\n" +"}\n" +"\n" +"vec4 __constructor (const bool _b) {\n" +" return vec4 (_b, _b, _b, _b);\n" +"}\n" +"\n" +"ivec2 __constructor (const int _i) {\n" +" return ivec2 (_i, _i);\n" +"}\n" +"\n" +"ivec2 __constructor (const float _f) {\n" +" return ivec2 (_f, _f);\n" +"}\n" +"\n" +"ivec2 __constructor (const bool _b) {\n" +" return ivec2 (_b, _b);\n" +"}\n" +"\n" +"ivec3 __constructor (const int _i) {\n" +" return ivec3 (_i, _i, _i);\n" +"}\n" +"\n" +"ivec3 __constructor (const float _f) {\n" +" return ivec3 (_f, _f, _f);\n" +"}\n" +"\n" +"ivec3 __constructor (const bool _b) {\n" +" return ivec3 (_b, _b, _b);\n" +"}\n" +"\n" +"ivec4 __constructor (const int _i) {\n" +" return ivec4 (_i, _i, _i, _i);\n" +"}\n" +"\n" +"ivec4 __constructor (const float _f) {\n" +" return ivec4 (_f, _f, _f, _f);\n" +"}\n" +"\n" +"ivec4 __constructor (const bool _b) {\n" +" return ivec4 (_b, _b, _b, _b);\n" +"}\n" +"\n" +"bvec2 __constructor (const bool _b) {\n" +" return bvec2 (_b, _b);\n" +"}\n" +"\n" +"bvec2 __constructor (const float _f) {\n" +" return bvec2 (_f, _f);\n" +"}\n" +"\n" +"bvec2 __constructor (const int _i) {\n" +" return bvec2 (_i, _i);\n" +"}\n" +"\n" +"bvec3 __constructor (const bool _b) {\n" +" return bvec3 (_b, _b, _b);\n" +"}\n" +"\n" +"bvec3 __constructor (const float _f) {\n" +" return bvec3 (_f, _f, _f);\n" +"}\n" +"\n" +"bvec3 __constructor (const int _i) {\n" +" return bvec3 (_i, _i, _i);\n" +"}\n" +"\n" +"bvec4 __constructor (const bool _b) {\n" +" return bvec4 (_b, _b, _b, _b);\n" +"}\n" +"\n" +"bvec4 __constructor (const float _f) {\n" +" return bvec4 (_f, _f, _f, _f);\n" +"}\n" +"\n" +"bvec4 __constructor (const int _i) {\n" +" return bvec4 (_i, _i, _i, _i);\n" +"}\n" +"\n" +"mat2 __constructor (const float _f) {\n" +" return mat2 (\n" +" _f, .0,\n" +" .0, _f\n" +" );\n" +"}\n" +"\n" +"mat2 __constructor (const int _i) {\n" +" return mat2 (\n" +" _i, .0,\n" +" .0, _i\n" +" );\n" +"}\n" +"\n" +"mat2 __constructor (const bool _b) {\n" +" return mat2 (\n" +" _b, .0,\n" +" .0, _b\n" +" );\n" +"}\n" +"\n" +"mat3 __constructor (const float _f) {\n" +" return mat3 (\n" +" _f, .0, .0,\n" +" .0, _f, .0,\n" +" .0, .0, _f\n" +" );\n" +"}\n" +"\n" +"mat3 __constructor (const int _i) {\n" +" return mat3 (\n" +" _i, .0, .0,\n" +" .0, _i, .0,\n" +" .0, .0, _i\n" +" );\n" +"}\n" +"\n" +"mat3 __constructor (const bool _b) {\n" +" return mat3 (\n" +" _b, .0, .0,\n" +" .0, _b, .0,\n" +" .0, .0, _b\n" +" );\n" +"}\n" +"\n" +"mat4 __constructor (const float _f) {\n" +" return mat4 (\n" +" _f, .0, .0, .0,\n" +" .0, _f, .0, .0,\n" +" .0, .0, _f, .0,\n" +" .0, .0, .0, _f\n" +" );\n" +"}\n" +"\n" +"mat4 __constructor (const int _i) {\n" +" return mat4 (\n" +" _i, .0, .0, .0,\n" +" .0, _i, .0, .0,\n" +" .0, .0, _i, .0,\n" +" .0, .0, .0, _i\n" +" );\n" +"}\n" +"\n" +"mat4 __constructor (const bool _b) {\n" +" return mat4 (\n" +" _b, .0, .0, .0,\n" +" .0, _b, .0, .0,\n" +" .0, .0, _b, .0,\n" +" .0, .0, .0, _b\n" +" );\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"void __operator += (inout float a, const float b) {\n" +" __asm float_add a, a, b;\n" +"}\n" +"\n" +"float __operator - (const float a) {\n" +" float c;\n" +" __asm float_negate c, a;\n" +" return c;\n" +"}\n" +"\n" +"void __operator -= (inout float a, const float b) {\n" +" a += -b;\n" +"}\n" +"\n" +"void __operator *= (inout float a, const float b) {\n" +" __asm float_multiply a, a, b;\n" +"}\n" +"\n" +"void __operator /= (inout float a, const float b) {\n" +" __asm float_divide a, a, b;\n" +"}\n" +"\n" +"float __operator + (const float a, const float b) {\n" +" float c;\n" +" c = a;\n" +" return c += b;\n" +"}\n" +"\n" +"void __operator += (inout int a, const int b) {\n" +" a = int (float (a) + float (b));\n" +"}\n" +"\n" +"int __operator - (const int a) {\n" +" return int (-float (a));\n" +"}\n" +"\n" +"void __operator -= (inout int a, const int b) {\n" +" a += -b;\n" +"}\n" +"\n" +"float __operator * (const float a, const float b) {\n" +" float c;\n" +" c = a;\n" +" return c *= b;\n" +"}\n" +"\n" +"void __operator *= (inout int a, const int b) {\n" +" a = int (float (a) * float (b));\n" +"}\n" +"\n" +"float __operator / (const float a, const float b) {\n" +" float c;\n" +" c = a;\n" +" return c /= b;\n" +"}\n" +"\n" +"void __operator /= (inout int a, const int b) {\n" +" a = int (float (a) / float (b));\n" +"}\n" +"\n" +"void __operator += (inout vec2 v, const vec2 u) {\n" +" v.x += u.x, v.y += u.y;\n" +"}\n" +"\n" +"void __operator -= (inout vec2 v, const vec2 u) {\n" +" v.x -= u.x, v.y -= u.y;\n" +"}\n" +"\n" +"void __operator *= (inout vec2 v, const vec2 u) {\n" +" v.x *= u.x, v.y *= u.y;\n" +"}\n" +"\n" +"void __operator /= (inout vec2 v, const vec2 u) {\n" +" v.x /= u.x, v.y /= u.y;\n" +"}\n" +"\n" +"void __operator += (inout vec3 v, const vec3 u) {\n" +" v.x += u.x, v.y += u.y, v.z += u.z;\n" +"}\n" +"\n" +"void __operator -= (inout vec3 v, const vec3 u) {\n" +" v.x -= u.x, v.y -= u.y, v.z -= u.z;\n" +"}\n" +"\n" +"void __operator *= (inout vec3 v, const vec3 u) {\n" +" v.x *= u.x, v.y *= u.y, v.z *= u.z;\n" +"}\n" +"\n" +"void __operator /= (inout vec3 v, const vec3 u) {\n" +" v.x /= u.x, v.y /= u.y, v.z /= u.z;\n" +"}\n" +"\n" +"void __operator += (inout vec4 v, const vec4 u) {\n" +" v.x += u.x, v.y += u.y, v.z += u.z, v.w += u.w;\n" +"}\n" +"\n" +"void __operator -= (inout vec4 v, const vec4 u) {\n" +" v.x -= u.x, v.y -= u.y, v.z -= u.z, v.w -= u.w;\n" +"}\n" +"\n" +"void __operator *= (inout vec4 v, const vec4 u) {\n" +" v.x *= u.x, v.y *= u.y, v.z *= u.z, v.w *= u.w;\n" +"}\n" +"\n" +"void __operator /= (inout vec4 v, const vec4 u) {\n" +" v.x /= u.x, v.y /= u.y, v.z /= u.z, v.w /= u.w;\n" +"}\n" +"\n" +"void __operator += (inout ivec2 v, const ivec2 u) {\n" +" v.x += u.x, v.y += u.y;\n" +"}\n" +"\n" +"void __operator -= (inout ivec2 v, const ivec2 u) {\n" +" v.x -= u.x, v.y -= u.y;\n" +"}\n" +"\n" +"void __operator *= (inout ivec2 v, const ivec2 u) {\n" +" v.x *= u.x, v.y *= u.y;\n" +"}\n" +"\n" +"void __operator /= (inout ivec2 v, const ivec2 u) {\n" +" v.x /= u.x, v.y /= u.y;\n" +"}\n" +"\n" +"void __operator += (inout ivec3 v, const ivec3 u) {\n" +" v.x += u.x, v.y += u.y, v.z += u.z;\n" +"}\n" +"\n" +"void __operator -= (inout ivec3 v, const ivec3 u) {\n" +" v.x -= u.x, v.y -= u.y, v.z -= u.z;\n" +"}\n" +"\n" +"void __operator *= (inout ivec3 v, const ivec3 u) {\n" +" v.x *= u.x, v.y *= u.y, v.z *= u.z;\n" +"}\n" +"\n" +"void __operator /= (inout ivec3 v, const ivec3 u) {\n" +" v.x /= u.x, v.y /= u.y, v.z /= u.z;\n" +"}\n" +"\n" +"void __operator += (inout ivec4 v, const ivec4 u) {\n" +" v.x += u.x, v.y += u.y, v.z += u.z, v.w += u.w;\n" +"}\n" +"\n" +"void __operator -= (inout ivec4 v, const ivec4 u) {\n" +" v.x -= u.x, v.y -= u.y, v.z -= u.z, v.w -= u.w;\n" +"}\n" +"\n" +"void __operator *= (inout ivec4 v, const ivec4 u) {\n" +" v.x *= u.x, v.y *= u.y, v.z *= u.z, v.w *= u.w;\n" +"}\n" +"\n" +"void __operator /= (inout ivec4 v, const ivec4 u) {\n" +" v.x /= u.x, v.y /= u.y, v.z /= u.z, v.w /= u.w;\n" +"}\n" +"\n" +"void __operator += (inout mat2 m, const mat2 n) {\n" +" m[0] += n[0], m[1] += n[1];\n" +"}\n" +"\n" +"void __operator -= (inout mat2 m, const mat2 n) {\n" +" m[0] -= n[0], m[1] -= n[1];\n" +"}\n" +"\n" +"vec2 __operator * (const mat2 m, const vec2 v) {\n" +" return vec2 (\n" +" v.x * m[0].x + v.y * m[1].x,\n" +" v.x * m[0].y + v.y * m[1].y\n" +" );\n" +"}\n" +"\n" +"mat2 __operator * (const mat2 m, const mat2 n) {\n" +" return mat2 (m * n[0], m * n[1]);\n" +"}\n" +"\n" +"void __operator *= (inout mat2 m, const mat2 n) {\n" +" m = m * n;\n" +"}\n" +"\n" +"void __operator /= (inout mat2 m, const mat2 n) {\n" +" m[0] /= n[0], m[1] /= n[1];\n" +"}\n" +"\n" +"void __operator += (inout mat3 m, const mat3 n) {\n" +" m[0] += n[0], m[1] += n[1], m[2] += n[2];\n" +"}\n" +"\n" +"void __operator -= (inout mat3 m, const mat3 n) {\n" +" m[0] -= n[0], m[1] -= n[1], m[2] -= n[2];\n" +"}\n" +"\n" +"vec3 __operator * (const mat3 m, const vec3 v) {\n" +" return vec3 (\n" +" v.x * m[0].x + v.y * m[1].x + v.z * m[2].x,\n" +" v.x * m[0].y + v.y * m[1].y + v.z * m[2].y,\n" +" v.x * m[0].z + v.y * m[1].z + v.z * m[2].z\n" +" );\n" +"}\n" +"\n" +"mat3 __operator * (const mat3 m, const mat3 n) {\n" +" return mat3 (m * n[0], m * n[1], m * n[2]);\n" +"}\n" +"\n" +"void __operator *= (inout mat3 m, const mat3 n) {\n" +" m = m * n;\n" +"}\n" +"\n" +"void __operator /= (inout mat3 m, const mat3 n) {\n" +" m[0] /= n[0], m[1] /= n[1], m[2] /= n[2];\n" +"}\n" +"\n" +"void __operator += (inout mat4 m, const mat4 n) {\n" +" m[0] += n[0], m[1] += n[1], m[2] += n[2], m[3] += n[3];\n" +"}\n" +"\n" +"void __operator -= (inout mat4 m, const mat4 n) {\n" +" m[0] -= n[0], m[1] -= n[1], m[2] -= n[2], m[3] -= n[3];\n" +"}\n" +"\n" +"vec4 __operator * (const mat4 m, const vec4 v) {\n" +" return vec4 (\n" +" v.x * m[0].x + v.y * m[1].x + v.z * m[2].x + v.w * m[3].x,\n" +" v.x * m[0].y + v.y * m[1].y + v.z * m[2].y + v.w * m[3].y,\n" +" v.x * m[0].z + v.y * m[1].z + v.z * m[2].z + v.w * m[3].z,\n" +" v.x * m[0].w + v.y * m[1].w + v.z * m[2].w + v.w * m[3].w\n" +" );\n" +"}\n" +"\n" +"mat4 __operator * (const mat4 m, const mat4 n) {\n" +" return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]);\n" +"}\n" +"\n" +"void __operator *= (inout mat4 m, const mat4 n) {\n" +" m = m * n;\n" +"}\n" +"\n" +"void __operator /= (inout mat4 m, const mat4 n) {\n" +" m[0] /= n[0], m[1] /= n[1], m[2] /= n[2], m[3] /= n[3];\n" +"}\n" +"\n" +"void __operator += (inout vec2 v, const float a) {\n" +" v.x += a, v.y += a;\n" +"}\n" +"\n" +"void __operator -= (inout vec2 v, const float a) {\n" +" v.x -= a, v.y -= a;\n" +"}\n" +"\n" +"void __operator *= (inout vec2 v, const float a) {\n" +" v.x *= a, v.y *= a;\n" +"}\n" +"\n" +"void __operator /= (inout vec2 v, const float a) {\n" +" v.x /= a, v.y /= a;\n" +"}\n" +"\n" +"void __operator += (inout vec3 v, const float a) {\n" +" v.x += a, v.y += a, v.z += a;\n" +"}\n" +"\n" +"void __operator -= (inout vec3 v, const float a) {\n" +" v.x -= a, v.y -= a, v.z -= a;\n" +"}\n" +"\n" +"void __operator *= (inout vec3 v, const float a) {\n" +" v.x *= a, v.y *= a, v.z *= a;\n" +"}\n" +"\n" +"void __operator /= (inout vec3 v, const float a) {\n" +" v.x /= a, v.y /= a, v.z /= a;\n" +"}\n" +"\n" +"void __operator += (inout vec4 v, const float a) {\n" +" v.x += a, v.y += a, v.z += a, v.w += a;\n" +"}\n" +"\n" +"void __operator -= (inout vec4 v, const float a) {\n" +" v.x -= a, v.y -= a, v.z -= a, v.w -= a;\n" +"}\n" +"\n" +"void __operator *= (inout vec4 v, const float a) {\n" +" v.x *= a, v.y *= a, v.z *= a, v.w *= a;\n" +"}\n" +"\n" +"void __operator /= (inout vec4 v, const float a) {\n" +" v.x /= a, v.y /= a, v.z /= a, v.w /= a;\n" +"}\n" +"\n" +"void __operator += (inout mat2 m, const float a) {\n" +" m[0] += a, m[1] += a;\n" +"}\n" +"\n" +"void __operator -= (inout mat2 m, const float a) {\n" +" m[0] -= a, m[1] -= a;\n" +"}\n" +"\n" +"void __operator *= (inout mat2 m, const float a) {\n" +" m[0] *= a, m[1] *= a;\n" +"}\n" +"\n" +"void __operator /= (inout mat2 m, const float a) {\n" +" m[0] /= a, m[1] /= a;\n" +"}\n" +"\n" +"void __operator += (inout mat3 m, const float a) {\n" +" m[0] += a, m[1] += a, m[2] += a;\n" +"}\n" +"\n" +"void __operator -= (inout mat3 m, const float a) {\n" +" m[0] -= a, m[1] -= a, m[2] -= a;\n" +"}\n" +"\n" +"void __operator *= (inout mat3 m, const float a) {\n" +" m[0] *= a, m[1] *= a, m[2] *= a;\n" +"}\n" +"\n" +"void __operator /= (inout mat3 m, const float a) {\n" +" m[0] /= a, m[1] /= a, m[2] /= a;\n" +"}\n" +"\n" +"void __operator += (inout mat4 m, const float a) {\n" +" m[0] += a, m[1] += a, m[2] += a, m[3] += a;\n" +"}\n" +"\n" +"void __operator -= (inout mat4 m, const float a) {\n" +" m[0] -= a, m[1] -= a, m[2] -= a, m[3] -= a;\n" +"}\n" +"\n" +"void __operator *= (inout mat4 m, const float a) {\n" +" m[0] *= a, m[1] *= a, m[2] *= a, m[3] *= a;\n" +"}\n" +"\n" +"void __operator /= (inout mat4 m, const float a) {\n" +" m[0] /= a, m[1] /= a, m[2] /= a, m[3] /= a;\n" +"}\n" +"\n" +"vec2 __operator * (const vec2 v, const mat2 m) {\n" +" return vec2 (\n" +" v.x * m[0].x + v.y * m[0].y,\n" +" v.x * m[1].x + v.y * m[1].y\n" +" );\n" +"}\n" +"\n" +"void __operator *= (inout vec2 v, const mat2 m) {\n" +" v = v * m;\n" +"}\n" +"\n" +"vec3 __operator * (const vec3 v, const mat3 m) {\n" +" return vec3 (\n" +" v.x * m[0].x + v.y * m[0].y + v.z * m[0].z,\n" +" v.x * m[1].x + v.y * m[1].y + v.z * m[1].z,\n" +" v.x * m[2].x + v.y * m[2].y + v.z * m[2].z\n" +" );\n" +"}\n" +"\n" +"void __operator *= (inout vec3 v, const mat3 m) {\n" +" v = v * m;\n" +"}\n" +"\n" +"vec4 __operator * (const vec4 v, const mat4 m) {\n" +" return vec4 (\n" +" v.x * m[0].x + v.y * m[0].y + v.z * m[0].z + v.w * m[0].w,\n" +" v.x * m[1].x + v.y * m[1].y + v.z * m[1].z + v.w * m[1].w,\n" +" v.x * m[2].x + v.y * m[2].y + v.z * m[2].z + v.w * m[2].w,\n" +" v.x * m[3].x + v.y * m[3].y + v.z * m[3].z + v.w * m[3].w\n" +" );\n" +"}\n" +"\n" +"void __operator *= (inout vec4 v, const mat4 m) {\n" +" v = v * m;\n" +"}\n" +"\n" +"float __operator - (const float a, const float b) {\n" +" return a + -b;\n" +"}\n" +"\n" +"int __operator + (const int a, const int b) {\n" +" int c;\n" +" c = a;\n" +" return c += b;\n" +"}\n" +"\n" +"int __operator - (const int a, const int b) {\n" +" return a + -b;\n" +"}\n" +"\n" +"int __operator * (const int a, const int b) {\n" +" int c;\n" +" return (c = a) *= b;\n" +"}\n" +"\n" +"int __operator / (const int a, const int b) {\n" +" int c;\n" +" return (c = a) /= b;\n" +"}\n" +"\n" +"vec2 __operator + (const vec2 v, const vec2 u) {\n" +" return vec2 (v.x + u.x, v.y + u.y);\n" +"}\n" +"\n" +"vec2 __operator - (const vec2 v, const vec2 u) {\n" +" return vec2 (v.x - u.x, v.y - u.y);\n" +"}\n" +"\n" +"vec3 __operator + (const vec3 v, const vec3 u) {\n" +" return vec3 (v.x + u.x, v.y + u.y, v.z + u.z);\n" +"}\n" +"\n" +"vec3 __operator - (const vec3 v, const vec3 u) {\n" +" return vec3 (v.x - u.x, v.y - u.y, v.z - u.z);\n" +"}\n" +"\n" +"vec4 __operator + (const vec4 v, const vec4 u) {\n" +" return vec4 (v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w);\n" +"}\n" +"\n" +"vec4 __operator - (const vec4 v, const vec4 u) {\n" +" return vec4 (v.x - u.x, v.y - u.y, v.z - u.z, v.w - u.w);\n" +"}\n" +"\n" +"ivec2 __operator + (const ivec2 v, const ivec2 u) {\n" +" return ivec2 (v.x + u.x, v.y + u.y);\n" +"}\n" +"\n" +"ivec2 __operator - (const ivec2 v, const ivec2 u) {\n" +" return ivec2 (v.x - u.x, v.y - u.y);\n" +"}\n" +"\n" +"ivec3 __operator + (const ivec3 v, const ivec3 u) {\n" +" return ivec3 (v.x + u.x, v.y + u.y, v.z + u.z);\n" +"}\n" +"\n" +"ivec3 __operator - (const ivec3 v, const ivec3 u) {\n" +" return ivec3 (v.x - u.x, v.y - u.y, v.z - u.z);\n" +"}\n" +"\n" +"ivec4 __operator + (const ivec4 v, const ivec4 u) {\n" +" return ivec4 (v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w);\n" +"}\n" +"\n" +"ivec4 __operator - (const ivec4 v, const ivec4 u) {\n" +" return ivec4 (v.x - u.x, v.y - u.y, v.z - u.z, v.w - u.w);\n" +"}\n" +"\n" +"mat2 __operator + (const mat2 m, const mat2 n) {\n" +" return mat2 (m[0] + n[0], m[1] + n[1]);\n" +"}\n" +"\n" +"mat2 __operator - (const mat2 m, const mat2 n) {\n" +" return mat2 (m[0] - n[0], m[1] - n[1]);\n" +"}\n" +"\n" +"mat3 __operator + (const mat3 m, const mat3 n) {\n" +" return mat3 (m[0] + n[0], m[1] + n[1], m[2] + n[2]);\n" +"}\n" +"\n" +"mat3 __operator - (const mat3 m, const mat3 n) {\n" +" return mat3 (m[0] - n[0], m[1] - n[1], m[2] - n[2]);\n" +"}\n" +"\n" +"mat4 __operator + (const mat4 m, const mat4 n) {\n" +" return mat4 (m[0] + n[0], m[1] + n[1], m[2] + n[2], m[3] + n[3]);\n" +"}\n" +"\n" +"mat4 __operator - (const mat4 m, const mat4 n) {\n" +" return mat4 (m[0] - n[0], m[1] - n[1], m[2] - n[2], m[3] - n[3]);\n" +"}\n" +"\n" +"vec2 __operator + (const float a, const vec2 u) {\n" +" return vec2 (a + u.x, a + u.y);\n" +"}\n" +"\n" +"vec2 __operator + (const vec2 v, const float b) {\n" +" return vec2 (v.x + b, v.y + b);\n" +"}\n" +"\n" +"vec2 __operator - (const float a, const vec2 u) {\n" +" return vec2 (a - u.x, a - u.y);\n" +"}\n" +"\n" +"vec2 __operator - (const vec2 v, const float b) {\n" +" return vec2 (v.x - b, v.y - b);\n" +"}\n" +"\n" +"vec2 __operator * (const float a, const vec2 u) {\n" +" return vec2 (a * u.x, a * u.y);\n" +"}\n" +"\n" +"vec2 __operator * (const vec2 v, const float b) {\n" +" return vec2 (v.x * b, v.y * b);\n" +"}\n" +"\n" +"vec2 __operator / (const float a, const vec2 u) {\n" +" return vec2 (a / u.x, a / u.y);\n" +"}\n" +"\n" +"vec2 __operator / (const vec2 v, const float b) {\n" +" return vec2 (v.x / b, v.y / b);\n" +"}\n" +"\n" +"vec3 __operator + (const float a, const vec3 u) {\n" +" return vec3 (a + u.x, a + u.y, a + u.z);\n" +"}\n" +"\n" +"vec3 __operator + (const vec3 v, const float b) {\n" +" return vec3 (v.x + b, v.y + b, v.z + b);\n" +"}\n" +"\n" +"vec3 __operator - (const float a, const vec3 u) {\n" +" return vec3 (a - u.x, a - u.y, a - u.z);\n" +"}\n" +"\n" +"vec3 __operator - (const vec3 v, const float b) {\n" +" return vec3 (v.x - b, v.y - b, v.z - b);\n" +"}\n" +"\n" +"vec3 __operator * (const float a, const vec3 u) {\n" +" return vec3 (a * u.x, a * u.y, a * u.z);\n" +"}\n" +"\n" +"vec3 __operator * (const vec3 v, const float b) {\n" +" return vec3 (v.x * b, v.y * b, v.z * b);\n" +"}\n" +"\n" +"vec3 __operator / (const float a, const vec3 u) {\n" +" return vec3 (a / u.x, a / u.y, a / u.z);\n" +"}\n" +"\n" +"vec3 __operator / (const vec3 v, const float b) {\n" +" return vec3 (v.x / b, v.y / b, v.z / b);\n" +"}\n" +"\n" +"vec4 __operator + (const float a, const vec4 u) {\n" +" return vec4 (a + u.x, a + u.y, a + u.z, a + u.w);\n" +"}\n" +"\n" +"vec4 __operator + (const vec4 v, const float b) {\n" +" return vec4 (v.x + b, v.y + b, v.z + b, v.w + b);\n" +"}\n" +"\n" +"vec4 __operator - (const float a, const vec4 u) {\n" +" return vec4 (a - u.x, a - u.y, a - u.z, a - u.w);\n" +"}\n" +"\n" +"vec4 __operator - (const vec4 v, const float b) {\n" +" return vec4 (v.x - b, v.y - b, v.z - b, v.w - b);\n" +"}\n" +"\n" +"vec4 __operator * (const float a, const vec4 u) {\n" +" return vec4 (a * u.x, a * u.y, a * u.z, a * u.w);\n" +"}\n" +"\n" +"vec4 __operator * (const vec4 v, const float b) {\n" +" return vec4 (v.x * b, v.y * b, v.z * b, v.w * b);\n" +"}\n" +"\n" +"vec4 __operator / (const float a, const vec4 u) {\n" +" return vec4 (a / u.x, a / u.y, a / u.z, a / u.w);\n" +"}\n" +"\n" +"vec4 __operator / (const vec4 v, const float b) {\n" +" return vec4 (v.x / b, v.y / b, v.z / b, v.w / b);\n" +"}\n" +"\n" +"mat2 __operator + (const float a, const mat2 n) {\n" +" return mat2 (a + n[0], a + n[1]);\n" +"}\n" +"\n" +"mat2 __operator + (const mat2 m, const float b) {\n" +" return mat2 (m[0] + b, m[1] + b);\n" +"}\n" +"\n" +"mat2 __operator - (const float a, const mat2 n) {\n" +" return mat2 (a - n[0], a - n[1]);\n" +"}\n" +"\n" +"mat2 __operator - (const mat2 m, const float b) {\n" +" return mat2 (m[0] - b, m[1] - b);\n" +"}\n" +"\n" +"mat2 __operator * (const float a, const mat2 n) {\n" +" return mat2 (a * n[0], a * n[1]);\n" +"}\n" +"\n" +"mat2 __operator * (const mat2 m, const float b) {\n" +" return mat2 (m[0] * b, m[1] * b);\n" +"}\n" +"\n" +"mat2 __operator / (const float a, const mat2 n) {\n" +" return mat2 (a / n[0], a / n[1]);\n" +"}\n" +"\n" +"mat2 __operator / (const mat2 m, const float b) {\n" +" return mat2 (m[0] / b, m[1] / b);\n" +"}\n" +"\n" +"mat3 __operator + (const float a, const mat3 n) {\n" +" return mat3 (a + n[0], a + n[1], a + n[2]);\n" +"}\n" +"\n" +"mat3 __operator + (const mat3 m, const float b) {\n" +" return mat3 (m[0] + b, m[1] + b, m[2] + b);\n" +"}\n" +"\n" +"mat3 __operator - (const float a, const mat3 n) {\n" +" return mat3 (a - n[0], a - n[1], a - n[2]);\n" +"}\n" +"\n" +"mat3 __operator - (const mat3 m, const float b) {\n" +" return mat3 (m[0] - b, m[1] - b, m[2] - b);\n" +"}\n" +"\n" +"mat3 __operator * (const float a, const mat3 n) {\n" +" return mat3 (a * n[0], a * n[1], a * n[2]);\n" +"}\n" +"\n" +"mat3 __operator * (const mat3 m, const float b) {\n" +" return mat3 (m[0] * b, m[1] * b, m[2] * b);\n" +"}\n" +"\n" +"mat3 __operator / (const float a, const mat3 n) {\n" +" return mat3 (a / n[0], a / n[1], a / n[2]);\n" +"}\n" +"\n" +"mat3 __operator / (const mat3 m, const float b) {\n" +" return mat3 (m[0] / b, m[1] / b, m[2] / b);\n" +"}\n" +"\n" +"mat4 __operator + (const float a, const mat4 n) {\n" +" return mat4 (a + n[0], a + n[1], a + n[2], a + n[3]);\n" +"}\n" +"\n" +"mat4 __operator + (const mat4 m, const float b) {\n" +" return mat4 (m[0] + b, m[1] + b, m[2] + b, m[3] + b);\n" +"}\n" +"\n" +"mat4 __operator - (const float a, const mat4 n) {\n" +" return mat4 (a - n[0], a - n[1], a - n[2], a - n[3]);\n" +"}\n" +"\n" +"mat4 __operator - (const mat4 m, const float b) {\n" +" return mat4 (m[0] - b, m[1] - b, m[2] - b, m[3] - b);\n" +"}\n" +"\n" +"mat4 __operator * (const float a, const mat4 n) {\n" +" return mat4 (a * n[0], a * n[1], a * n[2], a * n[3]);\n" +"}\n" +"\n" +"mat4 __operator * (const mat4 m, const float b) {\n" +" return mat4 (m[0] * b, m[1] * b, m[2] * b, m[3] * b);\n" +"}\n" +"\n" +"mat4 __operator / (const float a, const mat4 n) {\n" +" return mat4 (a / n[0], a / n[1], a / n[2], a / n[3]);\n" +"}\n" +"\n" +"mat4 __operator / (const mat4 m, const float b) {\n" +" return mat4 (m[0] / b, m[1] / b, m[2] / b, m[3] / b);\n" +"}\n" +"\n" +"ivec2 __operator + (const int a, const ivec2 u) {\n" +" return ivec2 (a + u.x, a + u.y);\n" +"}\n" +"\n" +"ivec2 __operator + (const ivec2 v, const int b) {\n" +" return ivec2 (v.x + b, v.y + b);\n" +"}\n" +"\n" +"ivec2 __operator - (const int a, const ivec2 u) {\n" +" return ivec2 (a - u.x, a - u.y);\n" +"}\n" +"\n" +"ivec2 __operator - (const ivec2 v, const int b) {\n" +" return ivec2 (v.x - b, v.y - b);\n" +"}\n" +"\n" +"ivec2 __operator * (const int a, const ivec2 u) {\n" +" return ivec2 (a * u.x, a * u.y);\n" +"}\n" +"\n" +"ivec2 __operator * (const ivec2 v, const int b) {\n" +" return ivec2 (v.x * b, v.y * b);\n" +"}\n" +"\n" +"ivec2 __operator / (const int a, const ivec2 u) {\n" +" return ivec2 (a / u.x, a / u.y);\n" +"}\n" +"\n" +"ivec2 __operator / (const ivec2 v, const int b) {\n" +" return ivec2 (v.x / b, v.y / b);\n" +"}\n" +"\n" +"ivec3 __operator + (const int a, const ivec3 u) {\n" +" return ivec3 (a + u.x, a + u.y, a + u.z);\n" +"}\n" +"\n" +"ivec3 __operator + (const ivec3 v, const int b) {\n" +" return ivec3 (v.x + b, v.y + b, v.z + b);\n" +"}\n" +"\n" +"ivec3 __operator - (const int a, const ivec3 u) {\n" +" return ivec3 (a - u.x, a - u.y, a - u.z);\n" +"}\n" +"\n" +"ivec3 __operator - (const ivec3 v, const int b) {\n" +" return ivec3 (v.x - b, v.y - b, v.z - b);\n" +"}\n" +"\n" +"ivec3 __operator * (const int a, const ivec3 u) {\n" +" return ivec3 (a * u.x, a * u.y, a * u.z);\n" +"}\n" +"\n" +"ivec3 __operator * (const ivec3 v, const int b) {\n" +" return ivec3 (v.x * b, v.y * b, v.z * b);\n" +"}\n" +"\n" +"ivec3 __operator / (const int a, const ivec3 u) {\n" +" return ivec3 (a / u.x, a / u.y, a / u.z);\n" +"}\n" +"\n" +"ivec3 __operator / (const ivec3 v, const int b) {\n" +" return ivec3 (v.x / b, v.y / b, v.z / b);\n" +"}\n" +"\n" +"ivec4 __operator + (const int a, const ivec4 u) {\n" +" return ivec4 (a + u.x, a + u.y, a + u.z, a + u.w);\n" +"}\n" +"\n" +"ivec4 __operator + (const ivec4 v, const int b) {\n" +" return ivec4 (v.x + b, v.y + b, v.z + b, v.w + b);\n" +"}\n" +"\n" +"ivec4 __operator - (const int a, const ivec4 u) {\n" +" return ivec4 (a - u.x, a - u.y, a - u.z, a - u.w);\n" +"}\n" +"\n" +"ivec4 __operator - (const ivec4 v, const int b) {\n" +" return ivec4 (v.x - b, v.y - b, v.z - b, v.w - b);\n" +"}\n" +"\n" +"ivec4 __operator * (const int a, const ivec4 u) {\n" +" return ivec4 (a * u.x, a * u.y, a * u.z, a * u.w);\n" +"}\n" +"\n" +"ivec4 __operator * (const ivec4 v, const int b) {\n" +" return ivec4 (v.x * b, v.y * b, v.z * b, v.w * b);\n" +"}\n" +"\n" +"ivec4 __operator / (const int a, const ivec4 u) {\n" +" return ivec4 (a / u.x, a / u.y, a / u.z, a / u.w);\n" +"}\n" +"\n" +"ivec4 __operator / (const ivec4 v, const int b) {\n" +" return ivec4 (v.x / b, v.y / b, v.z / b, v.w / b);\n" +"}\n" +"\n" +"vec2 __operator * (const vec2 v, const vec2 u) {\n" +" return vec2 (v.x * u.x, v.y * u.y);\n" +"}\n" +"\n" +"vec3 __operator * (const vec3 v, const vec3 u) {\n" +" return vec3 (v.x * u.x, v.y * u.y, v.z * u.z);\n" +"}\n" +"\n" +"vec4 __operator * (const vec4 v, const vec4 u) {\n" +" return vec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w);\n" +"}\n" +"\n" +"ivec2 __operator * (const ivec2 v, const ivec2 u) {\n" +" return ivec2 (v.x * u.x, v.y * u.y);\n" +"}\n" +"\n" +"ivec3 __operator * (const ivec3 v, const ivec3 u) {\n" +" return ivec3 (v.x * u.x, v.y * u.y, v.z * u.z);\n" +"}\n" +"\n" +"ivec4 __operator * (const ivec4 v, const ivec4 u) {\n" +" return ivec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w);\n" +"}\n" +"\n" +"vec2 __operator / (const vec2 v, const vec2 u) {\n" +" return vec2 (v.x / u.x, v.y / u.y);\n" +"}\n" +"\n" +"vec3 __operator / (const vec3 v, const vec3 u) {\n" +" return vec3 (v.x / u.x, v.y / u.y, v.z / u.z);\n" +"}\n" +"\n" +"vec4 __operator / (const vec4 v, const vec4 u) {\n" +" return vec4 (v.x / u.x, v.y / u.y, v.z / u.z, v.w / u.w);\n" +"}\n" +"\n" +"ivec2 __operator / (const ivec2 v, const ivec2 u) {\n" +" return ivec2 (v.x / u.x, v.y / u.y);\n" +"}\n" +"\n" +"ivec3 __operator / (const ivec3 v, const ivec3 u) {\n" +" return ivec3 (v.x / u.x, v.y / u.y, v.z / u.z);\n" +"}\n" +"\n" +"ivec4 __operator / (const ivec4 v, const ivec4 u) {\n" +" return ivec4 (v.x / u.x, v.y / u.y, v.z / u.z, v.w / u.w);\n" +"}\n" +"\n" +"mat2 __operator / (const mat2 m, const mat2 n) {\n" +" return mat2 (m[0] / n[0], m[1] / n[1]);\n" +"}\n" +"\n" +"mat3 __operator / (const mat3 m, const mat3 n) {\n" +" return mat3 (m[0] / n[0], m[1] / n[1], m[2] / n[2]);\n" +"}\n" +"\n" +"mat4 __operator / (const mat4 m, const mat4 n) {\n" +" return mat4 (m[0] / n[0], m[1] / n[1], m[2] / n[2], m[3] / n[3]);\n" +"}\n" +"\n" +"vec2 __operator - (const vec2 v) {\n" +" return vec2 (-v.x, -v.y);\n" +"}\n" +"\n" +"vec3 __operator - (const vec3 v) {\n" +" return vec3 (-v.x, -v.y, -v.z);\n" +"}\n" +"\n" +"vec4 __operator - (const vec4 v) {\n" +" return vec4 (-v.x, -v.y, -v.z, -v.w);\n" +"}\n" +"\n" +"ivec2 __operator - (const ivec2 v) {\n" +" return ivec2 (-v.x, -v.y);\n" +"}\n" +"\n" +"ivec3 __operator - (const ivec3 v) {\n" +" return ivec3 (-v.x, -v.y, -v.z);\n" +"}\n" +"\n" +"ivec4 __operator - (const ivec4 v) {\n" +" return ivec4 (-v.x, -v.y, -v.z, -v.w);\n" +"}\n" +"\n" +"mat2 __operator - (const mat2 m) {\n" +" return mat2 (-m[0], -m[1]);\n" +"}\n" +"\n" +"mat3 __operator - (const mat3 m) {\n" +" return mat3 (-m[0], -m[1], -m[2]);\n" +"}\n" +"\n" +"mat4 __operator - (const mat4 m) {\n" +" return mat4 (-m[0], -m[1], -m[2], -m[3]);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"void __operator -- (inout float a) {\n" +" a -= 1.0;\n" +"}\n" +"\n" +"void __operator -- (inout int a) {\n" +" a -= 1;\n" +"}\n" +"\n" +"void __operator -- (inout vec2 v) {\n" +" --v.x, --v.y;\n" +"}\n" +"\n" +"void __operator -- (inout vec3 v) {\n" +" --v.x, --v.y, --v.z;\n" +"}\n" +"\n" +"void __operator -- (inout vec4 v) {\n" +" --v.x, --v.y, --v.z, --v.w;\n" +"}\n" +"\n" +"void __operator -- (inout ivec2 v) {\n" +" --v.x, --v.y;\n" +"}\n" +"\n" +"void __operator -- (inout ivec3 v) {\n" +" --v.x, --v.y, --v.z;\n" +"}\n" +"\n" +"void __operator -- (inout ivec4 v) {\n" +" --v.x, --v.y, --v.z, --v.w;\n" +"}\n" +"\n" +"void __operator -- (inout mat2 m) {\n" +" --m[0], --m[1];\n" +"}\n" +"\n" +"void __operator -- (inout mat3 m) {\n" +" --m[0], --m[1], --m[2];\n" +"}\n" +"\n" +"void __operator -- (inout mat4 m) {\n" +" --m[0], --m[1], --m[2], --m[3];\n" +"}\n" +"\n" +"void __operator ++ (inout float a) {\n" +" a += 1.0;\n" +"}\n" +"\n" +"void __operator ++ (inout int a) {\n" +" a += 1;\n" +"}\n" +"\n" +"void __operator ++ (inout vec2 v) {\n" +" ++v.x, ++v.y;\n" +"}\n" +"\n" +"void __operator ++ (inout vec3 v) {\n" +" ++v.x, ++v.y, ++v.z;\n" +"}\n" +"\n" +"void __operator ++ (inout vec4 v) {\n" +" ++v.x, ++v.y, ++v.z, ++v.w;\n" +"}\n" +"\n" +"void __operator ++ (inout ivec2 v) {\n" +" ++v.x, ++v.y;\n" +"}\n" +"\n" +"void __operator ++ (inout ivec3 v) {\n" +" ++v.x, ++v.y, ++v.z;\n" +"}\n" +"\n" +"void __operator ++ (inout ivec4 v) {\n" +" ++v.x, ++v.y, ++v.z, ++v.w;\n" +"}\n" +"\n" +"void __operator ++ (inout mat2 m) {\n" +" ++m[0], ++m[1];\n" +"}\n" +"\n" +"void __operator ++ (inout mat3 m) {\n" +" ++m[0], ++m[1], ++m[2];\n" +"}\n" +"\n" +"void __operator ++ (inout mat4 m) {\n" +" ++m[0], ++m[1], ++m[2], ++m[3];\n" +"}\n" +"\n" +"float __operator -- (inout float a, const int) {\n" +" float c;\n" +" c = a;\n" +" --a;\n" +" return c;\n" +"}\n" +"\n" +"int __operator -- (inout int a, const int) {\n" +" int c;\n" +" c = a;\n" +" --a;\n" +" return c;\n" +"}\n" +"\n" +"vec2 __operator -- (inout vec2 v, const int) {\n" +" return vec2 (v.x--, v.y--);\n" +"}\n" +"\n" +"vec3 __operator -- (inout vec3 v, const int) {\n" +" return vec3 (v.x--, v.y--, v.z--);\n" +"}\n" +"\n" +"vec4 __operator -- (inout vec4 v, const int) {\n" +" return vec4 (v.x--, v.y--, v.z--, v.w--);\n" +"}\n" +"\n" +"ivec2 __operator -- (inout ivec2 v, const int) {\n" +" return ivec2 (v.x--, v.y--);\n" +"}\n" +"\n" +"ivec3 __operator -- (inout ivec3 v, const int) {\n" +" return ivec3 (v.x--, v.y--, v.z--);\n" +"}\n" +"\n" +"ivec4 __operator -- (inout ivec4 v, const int) {\n" +" return ivec4 (v.x--, v.y--, v.z--, v.w--);\n" +"}\n" +"\n" +"mat2 __operator -- (inout mat2 m, const int) {\n" +" return mat2 (m[0]--, m[1]--);\n" +"}\n" +"\n" +"mat3 __operator -- (inout mat3 m, const int) {\n" +" return mat3 (m[0]--, m[1]--, m[2]--);\n" +"}\n" +"\n" +"mat4 __operator -- (inout mat4 m, const int) {\n" +" return mat4 (m[0]--, m[1]--, m[2]--, m[3]--);\n" +"}\n" +"\n" +"float __operator ++ (inout float a, const int) {\n" +" float c;\n" +" c = a;\n" +" ++a;\n" +" return c;\n" +"}\n" +"\n" +"int __operator ++ (inout int a, const int) {\n" +" int c;\n" +" c = a;\n" +" ++a;\n" +" return c;\n" +"}\n" +"\n" +"vec2 __operator ++ (inout vec2 v, const int) {\n" +" return vec2 (v.x++, v.y++);\n" +"}\n" +"\n" +"vec3 __operator ++ (inout vec3 v, const int) {\n" +" return vec3 (v.x++, v.y++, v.z++);\n" +"}\n" +"\n" +"vec4 __operator ++ (inout vec4 v, const int) {\n" +" return vec4 (v.x++, v.y++, v.z++, v.w++);\n" +"}\n" +"\n" +"ivec2 __operator ++ (inout ivec2 v, const int) {\n" +" return ivec2 (v.x++, v.y++);\n" +"}\n" +"\n" +"ivec3 __operator ++ (inout ivec3 v, const int) {\n" +" return ivec3 (v.x++, v.y++, v.z++);\n" +"}\n" +"\n" +"ivec4 __operator ++ (inout ivec4 v, const int) {\n" +" return ivec4 (v.x++, v.y++, v.z++, v.w++);\n" +"}\n" +"\n" +"mat2 __operator ++ (inout mat2 m, const int) {\n" +" return mat2 (m[0]++, m[1]++);\n" +"}\n" +"\n" +"mat3 __operator ++ (inout mat3 m, const int) {\n" +" return mat3 (m[0]++, m[1]++, m[2]++);\n" +"}\n" +"\n" +"mat4 __operator ++ (inout mat4 m, const int) {\n" +" return mat4 (m[0]++, m[1]++, m[2]++, m[3]++);\n" +"}\n" +"\n" +"bool __operator < (const float a, const float b) {\n" +" bool c;\n" +" __asm float_less c, a, b;\n" +" return c;\n" +"}\n" +"\n" +"bool __operator < (const int a, const int b) {\n" +" return float (a) < float (b);\n" +"}\n" +"\n" +"bool __operator > (const float a, const float b) {\n" +" return b < a;\n" +"}\n" +"\n" +"bool __operator > (const int a, const int b) {\n" +" return b < a;\n" +"}\n" +"\n" +"bool __operator >= (const float a, const float b) {\n" +" return a > b || a == b;\n" +"}\n" +"\n" +"bool __operator >= (const int a, const int b) {\n" +" return a > b || a == b;\n" +"}\n" +"\n" +"bool __operator <= (const float a, const float b) {\n" +" return a < b || a == b;\n" +"}\n" +"\n" +"bool __operator <= (const int a, const int b) {\n" +" return a < b || a == b;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bool __operator ^^ (const bool a, const bool b) {\n" +" return a != b;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"bool __operator ! (const bool a) {\n" +" return a == false;\n" +"}\n" +"\n" diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_core_gc_bin.h b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_core_gc_bin.h new file mode 100755 index 000000000..ac53ceea8 --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_core_gc_bin.h @@ -0,0 +1,490 @@ +2,1,0,5,1,1,1,0,9,95,102,0,0,0,1,3,2,0,5,1,95,105,0,0,0,4,102,108,111,97,116,95,116,111,95,105,110, +116,0,18,95,105,0,0,18,95,102,0,0,0,8,18,95,105,0,0,0,1,0,1,1,1,1,0,5,95,105,0,0,0,1,8,18,95,105,0, +16,8,48,0,39,0,0,1,0,1,1,1,1,0,9,95,102,0,0,0,1,8,18,95,102,0,17,48,0,48,0,0,39,0,0,1,0,5,1,1,1,0,1, +95,98,0,0,0,1,8,18,95,98,0,16,10,49,0,16,8,48,0,31,0,0,1,0,9,1,1,1,0,1,95,98,0,0,0,1,8,18,95,98,0, +17,49,0,48,0,0,17,48,0,48,0,0,31,0,0,1,0,9,1,1,1,0,5,95,105,0,0,0,1,3,2,0,9,1,95,102,0,0,0,4,105, +110,116,95,116,111,95,102,108,111,97,116,0,18,95,102,0,0,18,95,105,0,0,0,8,18,95,102,0,0,0,1,0,1,1, 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+// +// TODO: +// - implement texture1D, texture2D, texture3D, textureCube, +// - implement shadow1D, shadow2D, +// - implement dFdx, dFdy, +// + +// +// From Shader Spec, ver. 1.10, rev. 59 +// +// The output of the fragment shader is processed by the fixed function operations at the back end +// of the OpenGL pipeline. Fragment shaders output values to the OpenGL pipeline using the built-in +// variables gl_FragColor, gl_FragData and gl_FragDepth, unless the discard keyword is executed. +// +// These variables may be written more than once within a fragment shader. If so, the last value +// assigned is the one used in the subsequent fixed function pipeline. The values written to these +// variables may be read back after writing them. Reading from these variables before writing them +// results in an undefined value. The fixed functionality computed depth for a fragment may be +// obtained by reading gl_FragCoord.z, described below. +// +// Writing to gl_FragColor specifies the fragment color that will be used by the subsequent fixed +// functionality pipeline. If subsequent fixed functionality consumes fragment color and an +// execution of a fragment shader does not write a value to gl_FragColor then the fragment color +// consumed is undefined. +// +// If the frame buffer is configured as a color index buffer then behavior is undefined when using +// a fragment shader. +// +// Writing to gl_FragDepth will establish the depth value for the fragment being processed. If +// depth buffering is enabled, and a shader does not write gl_FragDepth, then the fixed function +// value for depth will be used as the fragment's depth value. If a shader statically assigns +// a value to gl_FragDepth, and there is an execution path through the shader that does not set +// gl_FragDepth, then the value of the fragment's depth may be undefined for executions of the +// shader that take that path. That is, if a shader statically contains a write gl_FragDepth, then +// it is responsible for always writing it. +// +// (A shader contains a static assignment to a variable x if, after pre-processing, the shader +// contains statement that would write x, whether or not run-time flow of control will cause +// that statement to be executed.) +// +// The variable gl_FragData is an array. Writing to gl_FragData[n] specifies the fragment data +// that will be used by the subsequent fixed functionality pipeline for data n. If subsequent +// fixed functionality consumes fragment data and an execution of a fragment shader does not +// write a value to it, then the fragment data consumed is undefined. +// +// If a shader statically assigns a value to gl_FragColor, it may not assign a value to any element +// of gl_FragData. If a shader statically writes a value to any element of gl_FragData, it may not +// assign a value to gl_FragColor. That is, a shader may assign values to either gl_FragColor or +// gl_FragData, but not both. +// +// If a shader executes the discard keyword, the fragment is discarded, and the values of +// gl_FragDepth, gl_FragColor and gl_FragData become irrelevant. +// +// The variable gl_FragCoord is available as a read-only variable from within fragment shaders +// and it holds the window relative coordinates x, y, z, and 1/w values for the fragment. This +// value is the result of the fixed functionality that interpolates primitives after vertex +// processing to generate fragments. The z component is the depth value that would be used for +// the fragment's depth if a shader contained no writes to gl_FragDepth. This is useful for +// invariance if a shader conditionally computes gl_FragDepth but otherwise wants the fixed +// functionality fragment depth. +// +// The fragment shader has access to the read-only built-in variable gl_FrontFacing whose value +// is true if the fragment belongs to a front-facing primitive. One use of this is to emulate +// two-sided lighting by selecting one of two colors calculated by the vertex shader. +// +// The built-in variables that are accessible from a fragment shader are intrinsically given types +// as follows: +// + +__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; + +// +// However, they do not behave like variables with no qualifier; their behavior is as described +// above. These built-in variables have global scope. +// + +// +// Unlike user-defined varying variables, the built-in varying variables don't have a strict +// one-to-one correspondence between the vertex language and the fragment language. Two sets are +// provided, one for each language. Their relationship is described below. +// +// The following varying variables are available to read from in a fragment shader. The gl_Color +// and gl_SecondaryColor names are the same names as attributes passed to the vertex shader. +// However, there is no name conflict, because attributes are visible only in vertex shaders +// and the following are only visible in a fragment shader. +// + +varying vec4 gl_Color; +varying vec4 gl_SecondaryColor; +varying vec4 gl_TexCoord[]; // at most will be gl_MaxTextureCoords +varying float gl_FogFragCoord; + +// +// The values in gl_Color and gl_SecondaryColor will be derived automatically by the system from +// gl_FrontColor, gl_BackColor, gl_FrontSecondaryColor, and gl_BackSecondaryColor based on which +// face is visible. If fixed functionality is used for vertex processing, then gl_FogFragCoord will +// either be the z-coordinate of the fragment in eye space, or the interpolation of the fog +// coordinate, as described in section 3.10 of the OpenGL 1.4 Specification. The gl_TexCoord[] +// values are the interpolated gl_TexCoord[] values from a vertex shader or the texture coordinates +// of any fixed pipeline based vertex functionality. +// +// Indices to the fragment shader gl_TexCoord array are as described above in the vertex shader +// text. +// + +// +// The OpenGL Shading Language defines an assortment of built-in convenience functions for scalar +// and vector operations. Many of these built-in functions can be used in more than one type +// of shader, but some are intended to provide a direct mapping to hardware and so are available +// only for a specific type of shader. +// +// The built-in functions basically fall into three categories: +// +// * They expose some necessary hardware functionality in a convenient way such as accessing +// a texture map. There is no way in the language for these functions to be emulated by a shader. +// +// * They represent a trivial operation (clamp, mix, etc.) that is very simple for the user +// to write, but they are very common and may have direct hardware support. It is a very hard +// problem for the compiler to map expressions to complex assembler instructions. +// +// * They represent an operation graphics hardware is likely to accelerate at some point. The +// trigonometry functions fall into this category. +// +// Many of the functions are similar to the same named ones in common C libraries, but they support +// vector input as well as the more traditional scalar input. +// +// Applications should be encouraged to use the built-in functions rather than do the equivalent +// computations in their own shader code since the built-in functions are assumed to be optimal +// (e.g., perhaps supported directly in hardware). +// +// User code can replace built-in functions with their own if they choose, by simply re-declaring +// and defining the same name and argument list. +// + +// +// 8.7 Texture Lookup Functions +// +// Texture lookup functions are available to both vertex and fragment shaders. However, level +// of detail is not computed by fixed functionality for vertex shaders, so there are some +// differences in operation between vertex and fragment texture lookups. The functions in the table +// below provide access to textures through samplers, as set up through the OpenGL API. Texture +// properties such as size, pixel format, number of dimensions, filtering method, number of mip-map +// levels, depth comparison, and so on are also defined by OpenGL API calls. Such properties are +// taken into account as the texture is accessed via the built-in functions defined below. +// +// If a non-shadow texture call is made to a sampler that represents a depth texture with depth +// comparisons turned on, then results are undefined. If a shadow texture call is made to a sampler +// that represents a depth texture with depth comparisions turned off, the results are undefined. +// If a shadow texture call is made to a sampler that does not represent a depth texture, then +// results are undefined. +// +// In all functions below, the bias parameter is optional for fragment shaders. The bias parameter +// is not accepted in a vertex shader. For a fragment shader, if bias is present, it is added to +// the calculated level of detail prior to performing the texture access operation. If the bias +// parameter is not provided, then the implementation automatically selects level of detail: +// For a texture that is not mip-mapped, the texture is used directly. If it is mip-mapped and +// running in a fragment shader, the LOD computed by the implementation is used to do the texture +// lookup. If it is mip-mapped and running on the vertex shader, then the base texture is used. +// +// The built-ins suffixed with "Lod" are allowed only in a vertex shader. For the "Lod" functions, +// lod is directly used as the level of detail. +// + +// +// Use the texture coordinate coord to do a texture lookup in the 1D texture currently bound +// to sampler. For the projective ("Proj") versions, the texture coordinate coord.s is divided by +// the last component of coord. +// +// XXX +vec4 texture1D (sampler1D sampler, float coord, float bias) { + return vec4 (0.0); +} +vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias) { + return texture1D (sampler, coord.s / coord.t, bias); +} +vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias) { + return texture1D (sampler, coord.s / coord.q, bias); +} + +// +// Use the texture coordinate coord to do a texture lookup in the 2D texture currently bound +// to sampler. For the projective ("Proj") versions, the texture coordinate (coord.s, coord.t) is +// divided by the last component of coord. The third component of coord is ignored for the vec4 +// coord variant. +// +// XXX +vec4 texture2D (sampler2D sampler, vec2 coord, float bias) { + return vec4 (0.0); +} +vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias) { + return texture2D (sampler, vec2 (coord.s / coord.p, coord.t / coord.p), bias); +} +vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias) { + return texture2D (sampler, vec2 (coord.s / coord.q, coord.s / coord.q), bias); +} + +// +// Use the texture coordinate coord to do a texture lookup in the 3D texture currently bound +// to sampler. For the projective ("Proj") versions, the texture coordinate is divided by coord.q. +// +// XXX +vec4 texture3D (sampler3D sampler, vec3 coord, float bias) { + return vec4 (0.0); +} +vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias) { + return texture3DProj (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q), + bias); +} + +// +// Use the texture coordinate coord to do a texture lookup in the cube map texture currently bound +// to sampler. The direction of coord is used to select which face to do a 2-dimensional texture +// lookup in, as described in section 3.8.6 in version 1.4 of the OpenGL specification. +// +// XXX +vec4 textureCube (samplerCube sampler, vec3 coord, float bias) { + return vec4 (0.0); +} + +// +// Use texture coordinate coord to do a depth comparison lookup on the depth texture bound +// to sampler, as described in section 3.8.14 of version 1.4 of the OpenGL specification. The 3rd +// component of coord (coord.p) is used as the R value. The texture bound to sampler must be a +// depth texture, or results are undefined. For the projective ("Proj") version of each built-in, +// the texture coordinate is divide by coord.q, giving a depth value R of coord.p/coord.q. The +// second component of coord is ignored for the "1D" variants. +// +// XXX +vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias) { + return vec4 (0.0); +} +// XXX +vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias) { + return vec4 (0.0); +} +vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord, float bias) { + return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), bias); +} +vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias) { + return shadow2D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q), bias); +} + +// +// 8.8 Fragment Processing Functions +// +// Fragment processing functions are only available in shaders intended for use on the fragment +// processor. Derivatives may be computationally expensive and/or numerically unstable. Therefore, +// an OpenGL implementation may approximate the true derivatives by using a fast but not entirely +// accurate derivative computation. +// +// The expected behavior of a derivative is specified using forward/backward differencing. +// +// Forward differencing: +// +// F(x+dx) - F(x) ~ dFdx(x) * dx 1a +// dFdx(x) ~ (F(x+dx) - F(x)) / dx 1b +// +// Backward differencing: +// +// F(x-dx) - F(x) ~ -dFdx(x) * dx 2a +// dFdx(x) ~ (F(x) - F(x-dx)) / dx 2b +// +// With single-sample rasterization, dx <= 1.0 in equations 1b and 2b. For multi-sample +// rasterization, dx < 2.0 in equations 1b and 2b. +// +// dFdy is approximated similarly, with y replacing x. +// +// A GL implementation may use the above or other methods to perform the calculation, subject +// to the following conditions: +// +// 1) The method may use piecewise linear approximations. Such linear approximations imply that +// higher order derivatives, dFdx(dFdx(x)) and above, are undefined. +// +// 2) The method may assume that the function evaluated is continuous. Therefore derivatives within +// the body of a non-uniform conditional are undefined. +// +// 3) The method may differ per fragment, subject to the constraint that the method may vary by +// window coordinates, not screen coordinates. The invariance requirement described in section +// 3.1 of the OpenGL 1.4 specification is relaxed for derivative calculations, because +// the method may be a function of fragment location. +// +// Other properties that are desirable, but not required, are: +// +// 4) Functions should be evaluated within the interior of a primitive (interpolated, not +// extrapolated). +// +// 5) Functions for dFdx should be evaluated while holding y constant. Functions for dFdy should +// be evaluated while holding x constant. However, mixed higher order derivatives, like +// dFdx(dFdy(y)) and dFdy(dFdx(x)) are undefined. +// +// In some implementations, varying degrees of derivative accuracy may be obtained by providing +// GL hints (section 5.6 of the OpenGL 1.4 specification), allowing a user to make an image +// quality versus speed tradeoff. +// + +// +// Returns the derivative in x using local differencing for the input argument p. +// +// XXX +float dFdx (float p) { + return 0.0; +} +// XXX +vec2 dFdx (vec2 p) { + return vec2 (0.0); +} +// XXX +vec3 dFdx (vec3 p) { + return vec3 (0.0); +} +// XXX +vec4 dFdx (vec4 p) { + return vec4 (0.0); +} + +// +// Returns the derivative in y using local differencing for the input argument p. +// +// These two functions are commonly used to estimate the filter width used to anti-alias procedural +// textures.We are assuming that the expression is being evaluated in parallel on a SIMD array so +// that at any given point in time the value of the function is known at the grid points +// represented by the SIMD array. Local differencing between SIMD array elements can therefore +// be used to derive dFdx, dFdy, etc. +// +// XXX +float dFdy (float p) { + return 0.0; +} +// XXX +vec2 dFdy (vec2 p) { + return vec2 (0.0); +} +// XXX +vec3 dFdy (vec3 p) { + return vec3 (0.0); +} +// XXX +vec4 dFdy (vec4 p) { + return vec4 (0.0); +} + +// +// Returns the sum of the absolute derivative in x and y using local differencing for the input +// argument p, i.e.: +// +// return = abs (dFdx (p)) + abs (dFdy (p)); +// + +float fwidth (float p) { + return abs (dFdx (p)) + abs (dFdy (p)); +} +vec2 fwidth (vec2 p) { + return abs (dFdx (p)) + abs (dFdy (p)); +} +vec3 fwidth (vec3 p) { + return abs (dFdx (p)) + abs (dFdy (p)); +} +vec4 fwidth (vec4 p) { + return abs (dFdx (p)) + abs (dFdy (p)); +} + diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_fragment_builtin_gc.h b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_fragment_builtin_gc.h new file mode 100644 index 000000000..85f74bda8 --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_fragment_builtin_gc.h @@ -0,0 +1,366 @@ +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"__fixed_input vec4 gl_FragCoord;\n" +"__fixed_input bool gl_FrontFacing;\n" +"__fixed_output vec4 gl_FragColor;\n" +"__fixed_output vec4 gl_FragData[gl_MaxDrawBuffers];\n" +"__fixed_output float gl_FragDepth;\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"varying vec4 gl_Color;\n" +"varying vec4 gl_SecondaryColor;\n" +"varying vec4 gl_TexCoord[];\n" +"varying float gl_FogFragCoord;\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec4 texture1D (sampler1D sampler, float coord, float bias) {\n" +" return vec4 (0.0);\n" +"}\n" +"vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias) {\n" +" return texture1D (sampler, coord.s / coord.t, bias);\n" +"}\n" +"vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias) {\n" +" return texture1D (sampler, coord.s / coord.q, bias);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec4 texture2D (sampler2D sampler, vec2 coord, float bias) {\n" +" return vec4 (0.0);\n" +"}\n" +"vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias) {\n" +" return texture2D (sampler, vec2 (coord.s / coord.p, coord.t / coord.p), bias);\n" +"}\n" +"vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias) {\n" +" return texture2D (sampler, vec2 (coord.s / coord.q, coord.s / coord.q), bias);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec4 texture3D (sampler3D sampler, vec3 coord, float bias) {\n" +" return vec4 (0.0);\n" +"}\n" +"vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias) {\n" +" return texture3DProj (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q),\n" +" bias);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec4 textureCube (samplerCube sampler, vec3 coord, float bias) {\n" +" return vec4 (0.0);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias) {\n" +" return vec4 (0.0);\n" +"}\n" +"\n" +"vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias) {\n" +" return vec4 (0.0);\n" +"}\n" +"vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord, float bias) {\n" +" return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), bias);\n" +"}\n" +"vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias) {\n" +" return shadow2D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q), bias);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float dFdx (float p) {\n" +" return 0.0;\n" +"}\n" +"\n" +"vec2 dFdx (vec2 p) {\n" +" return vec2 (0.0);\n" +"}\n" +"\n" +"vec3 dFdx (vec3 p) {\n" +" return vec3 (0.0);\n" +"}\n" +"\n" +"vec4 dFdx (vec4 p) {\n" +" return vec4 (0.0);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float dFdy (float p) {\n" +" return 0.0;\n" +"}\n" +"\n" +"vec2 dFdy (vec2 p) {\n" +" return vec2 (0.0);\n" +"}\n" +"\n" +"vec3 dFdy (vec3 p) {\n" +" return vec3 (0.0);\n" +"}\n" +"\n" +"vec4 dFdy (vec4 p) {\n" +" return vec4 (0.0);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"float fwidth (float p) {\n" +" return abs (dFdx (p)) + abs (dFdy (p));\n" +"}\n" +"vec2 fwidth (vec2 p) {\n" +" return abs (dFdx (p)) + abs (dFdy (p));\n" +"}\n" +"vec3 fwidth (vec3 p) {\n" +" return abs (dFdx (p)) + abs (dFdy (p));\n" +"}\n" +"vec4 fwidth (vec4 p) {\n" +" return abs (dFdx (p)) + abs (dFdy (p));\n" +"}\n" +"\n" diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_fragment_builtin_gc_bin.h b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_fragment_builtin_gc_bin.h new file mode 100755 index 000000000..b566c8b33 --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_fragment_builtin_gc_bin.h 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+18,112,0,0,0,0,0,58,97,98,115,0,58,100,70,100,121,0,18,112,0,0,0,0, +0,46,0,0,1,0,11,0,102,119,105,100,116,104,0,1,0,0,11,112,0,0,0,1, +8,58,97,98,115,0,58,100,70,100,120,0,18,112,0,0,0,0,0,58,97,98,115,0, +58,100,70,100,121,0,18,112,0,0,0,0,0,46,0,0,1,0,12,0,102,119,105,100, +116,104,0,1,0,0,12,112,0,0,0,1,8,58,97,98,115,0,58,100,70,100,120,0, +18,112,0,0,0,0,0,58,97,98,115,0,58,100,70,100,121,0,18,112,0,0,0,0, +0,46,0,0,0 \ No newline at end of file diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_shader.syn b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_shader.syn new file mode 100644 index 000000000..65d7fe353 --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_shader.syn @@ -0,0 +1,1508 @@ +/* + * Mesa 3-D graphics library + * Version: 6.2 + * + * Copyright (C) 2004-2005 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. + */ + +/* + * \file slang_shader.syn + * slang vertex/fragment shader syntax + * \author Michal Krol + */ + +/* + * usage: + * syn2c slang_shader.syn > slang_shader_syn.h + * + * when modifying or extending this file, several things must be taken into consideration: + * - when adding new operators that were marked as reserved in the initial specification, + * one must only uncomment particular lines of code that refer to operators being added; + * - when adding new shader target, one must reserve new value for shader_type register and + * use it in .if constructs for symbols that are exclusive for that shader; + * - some symbols mimic output of other symbols - the best example is the "for" construct: + * expression "for (foo(); ; bar())" is seen as "for (foo(); true; bar())" by the output + * processor - hence, special care must be taken when rearranging output of essential symbols; + * - order of single-quoted tokens does matter in alternatives - so do not parse "<" operator + * before "<<" and "<<" before "<<="; + * - all double-quoted tokens are internally preprocessed to eliminate problems with parsing + * strings that are prefixes of other strings, like "sampler1D" and "sampler1DShadow"; + */ + +.syntax translation_unit; + +/* revision number - increment after each change affecting emitted output */ +.emtcode REVISION 2 + +/* external declaration */ +.emtcode EXTERNAL_NULL 0 +.emtcode EXTERNAL_FUNCTION_DEFINITION 1 +.emtcode EXTERNAL_DECLARATION 2 + +/* declaration */ +.emtcode DECLARATION_FUNCTION_PROTOTYPE 1 +.emtcode DECLARATION_INIT_DECLARATOR_LIST 2 + +/* function type */ +.emtcode FUNCTION_ORDINARY 0 +.emtcode FUNCTION_CONSTRUCTOR 1 +.emtcode FUNCTION_OPERATOR 2 + +/* operator type */ +.emtcode OPERATOR_ASSIGN 1 +.emtcode OPERATOR_ADDASSIGN 2 +.emtcode OPERATOR_SUBASSIGN 3 +.emtcode OPERATOR_MULASSIGN 4 +.emtcode OPERATOR_DIVASSIGN 5 +/*.emtcode OPERATOR_MODASSIGN 6*/ +/*.emtcode OPERATOR_LSHASSIGN 7*/ +/*.emtcode OPERATOR_RSHASSIGN 8*/ +/*.emtcode OPERATOR_ORASSIGN 9*/ +/*.emtcode OPERATOR_XORASSIGN 10*/ +/*.emtcode OPERATOR_ANDASSIGN 11*/ +.emtcode OPERATOR_LOGICALXOR 12 +/*.emtcode OPERATOR_BITOR 13*/ +/*.emtcode OPERATOR_BITXOR 14*/ +/*.emtcode OPERATOR_BITAND 15*/ +.emtcode OPERATOR_EQUAL 16 +.emtcode OPERATOR_NOTEQUAL 17 +.emtcode OPERATOR_LESS 18 +.emtcode OPERATOR_GREATER 19 +.emtcode OPERATOR_LESSEQUAL 20 +.emtcode OPERATOR_GREATEREQUAL 21 +/*.emtcode OPERATOR_LSHIFT 22*/ +/*.emtcode OPERATOR_RSHIFT 23*/ +.emtcode OPERATOR_MULTIPLY 24 +.emtcode OPERATOR_DIVIDE 25 +/*.emtcode OPERATOR_MODULUS 26*/ +.emtcode OPERATOR_INCREMENT 27 +.emtcode OPERATOR_DECREMENT 28 +.emtcode OPERATOR_PLUS 29 +.emtcode OPERATOR_MINUS 30 +/*.emtcode OPERATOR_COMPLEMENT 31*/ +.emtcode OPERATOR_NOT 32 + +/* init declarator list */ +.emtcode DECLARATOR_NONE 0 +.emtcode DECLARATOR_NEXT 1 + +/* variable declaration */ +.emtcode VARIABLE_NONE 0 +.emtcode VARIABLE_IDENTIFIER 1 +.emtcode VARIABLE_INITIALIZER 2 +.emtcode VARIABLE_ARRAY_EXPLICIT 3 +.emtcode VARIABLE_ARRAY_UNKNOWN 4 + +/* type qualifier */ +.emtcode TYPE_QUALIFIER_NONE 0 +.emtcode TYPE_QUALIFIER_CONST 1 +.emtcode TYPE_QUALIFIER_ATTRIBUTE 2 +.emtcode TYPE_QUALIFIER_VARYING 3 +.emtcode TYPE_QUALIFIER_UNIFORM 4 +.emtcode TYPE_QUALIFIER_FIXEDOUTPUT 5 +.emtcode TYPE_QUALIFIER_FIXEDINPUT 6 + +/* type specifier */ +.emtcode TYPE_SPECIFIER_VOID 0 +.emtcode TYPE_SPECIFIER_BOOL 1 +.emtcode TYPE_SPECIFIER_BVEC2 2 +.emtcode TYPE_SPECIFIER_BVEC3 3 +.emtcode TYPE_SPECIFIER_BVEC4 4 +.emtcode TYPE_SPECIFIER_INT 5 +.emtcode TYPE_SPECIFIER_IVEC2 6 +.emtcode TYPE_SPECIFIER_IVEC3 7 +.emtcode TYPE_SPECIFIER_IVEC4 8 +.emtcode TYPE_SPECIFIER_FLOAT 9 +.emtcode TYPE_SPECIFIER_VEC2 10 +.emtcode TYPE_SPECIFIER_VEC3 11 +.emtcode TYPE_SPECIFIER_VEC4 12 +.emtcode TYPE_SPECIFIER_MAT2 13 +.emtcode TYPE_SPECIFIER_MAT3 14 +.emtcode TYPE_SPECIFIER_MAT4 15 +.emtcode TYPE_SPECIFIER_SAMPLER1D 16 +.emtcode TYPE_SPECIFIER_SAMPLER2D 17 +.emtcode TYPE_SPECIFIER_SAMPLER3D 18 +.emtcode TYPE_SPECIFIER_SAMPLERCUBE 19 +.emtcode TYPE_SPECIFIER_SAMPLER1DSHADOW 20 +.emtcode TYPE_SPECIFIER_SAMPLER2DSHADOW 21 +.emtcode TYPE_SPECIFIER_STRUCT 22 +.emtcode TYPE_SPECIFIER_TYPENAME 23 + +/* structure field */ +.emtcode FIELD_NONE 0 +.emtcode FIELD_NEXT 1 +.emtcode FIELD_ARRAY 2 + +/* operation */ +.emtcode OP_END 0 +.emtcode OP_BLOCK_BEGIN_NO_NEW_SCOPE 1 +.emtcode OP_BLOCK_BEGIN_NEW_SCOPE 2 +.emtcode OP_DECLARE 3 +.emtcode OP_ASM 4 +.emtcode OP_BREAK 5 +.emtcode OP_CONTINUE 6 +.emtcode OP_DISCARD 7 +.emtcode OP_RETURN 8 +.emtcode OP_EXPRESSION 9 +.emtcode OP_IF 10 +.emtcode OP_WHILE 11 +.emtcode OP_DO 12 +.emtcode OP_FOR 13 +.emtcode OP_PUSH_VOID 14 +.emtcode OP_PUSH_BOOL 15 +.emtcode OP_PUSH_INT 16 +.emtcode OP_PUSH_FLOAT 17 +.emtcode OP_PUSH_IDENTIFIER 18 +.emtcode OP_SEQUENCE 19 +.emtcode OP_ASSIGN 20 +.emtcode OP_ADDASSIGN 21 +.emtcode OP_SUBASSIGN 22 +.emtcode OP_MULASSIGN 23 +.emtcode OP_DIVASSIGN 24 +/*.emtcode OP_MODASSIGN 25*/ +/*.emtcode OP_LSHASSIGN 26*/ +/*.emtcode OP_RSHASSIGN 27*/ +/*.emtcode OP_ORASSIGN 28*/ +/*.emtcode OP_XORASSIGN 29*/ +/*.emtcode OP_ANDASSIGN 30*/ +.emtcode OP_SELECT 31 +.emtcode OP_LOGICALOR 32 +.emtcode OP_LOGICALXOR 33 +.emtcode OP_LOGICALAND 34 +/*.emtcode OP_BITOR 35*/ +/*.emtcode OP_BITXOR 36*/ +/*.emtcode OP_BITAND 37*/ +.emtcode OP_EQUAL 38 +.emtcode OP_NOTEQUAL 39 +.emtcode OP_LESS 40 +.emtcode OP_GREATER 41 +.emtcode OP_LESSEQUAL 42 +.emtcode OP_GREATEREQUAL 43 +/*.emtcode OP_LSHIFT 44*/ +/*.emtcode OP_RSHIFT 45*/ +.emtcode OP_ADD 46 +.emtcode OP_SUBTRACT 47 +.emtcode OP_MULTIPLY 48 +.emtcode OP_DIVIDE 49 +/*.emtcode OP_MODULUS 50*/ +.emtcode OP_PREINCREMENT 51 +.emtcode OP_PREDECREMENT 52 +.emtcode OP_PLUS 53 +.emtcode OP_MINUS 54 +/*.emtcode OP_COMPLEMENT 55*/ +.emtcode OP_NOT 56 +.emtcode OP_SUBSCRIPT 57 +.emtcode OP_CALL 58 +.emtcode OP_FIELD 59 +.emtcode OP_POSTINCREMENT 60 +.emtcode OP_POSTDECREMENT 61 + +/* parameter qualifier */ +.emtcode PARAM_QUALIFIER_IN 0 +.emtcode PARAM_QUALIFIER_OUT 1 +.emtcode PARAM_QUALIFIER_INOUT 2 + +/* function parameter */ +.emtcode PARAMETER_NONE 0 +.emtcode PARAMETER_NEXT 1 + +/* function parameter array presence */ +.emtcode PARAMETER_ARRAY_NOT_PRESENT 0 +.emtcode PARAMETER_ARRAY_PRESENT 1 + +.errtext INVALID_EXTERNAL_DECLARATION "error 2001: invalid external declaration" +.errtext INVALID_OPERATOR_OVERRIDE "error 2002: invalid operator override" +.errtext LBRACE_EXPECTED "error 2003: '{' expected but '$err_token$' found" +.errtext LPAREN_EXPECTED "error 2004: '(' expected but '$err_token$' found" +.errtext RPAREN_EXPECTED "error 2005: ')' expected but '$err_token$' found" + +/* tells whether the shader that is being parsed is a built-in shader or not */ +/* 0 - normal behaviour */ +/* 1 - accepts constructor and operator definitions and __asm statements */ +/* the implementation will set it to 1 when compiling internal built-in shaders */ +.regbyte parsing_builtin 0 + +/* holds the type of the shader being parsed; possible values are listed below */ +/* FRAGMENT_SHADER 1 */ +/* VERTEX_SHADER 2 */ +/* shader type is set by the caller before parsing */ +.regbyte shader_type 0 + +/* + ::= +*/ +variable_identifier + identifier .emit OP_PUSH_IDENTIFIER; + +/* + ::= + | + | + | + | "(" ")" +*/ +primary_expression + floatconstant .or boolconstant .or intconstant .or variable_identifier .or primary_expression_1; +primary_expression_1 + lparen .and expression .and rparen; + +/* + ::= + | "[" "]" + | + | "." + | "++" + | "--" +*/ +postfix_expression + postfix_expression_1 .and .loop postfix_expression_2; +postfix_expression_1 + function_call .or primary_expression; +postfix_expression_2 + postfix_expression_3 .or postfix_expression_4 .or + plusplus .emit OP_POSTINCREMENT .or + minusminus .emit OP_POSTDECREMENT; +postfix_expression_3 + lbracket .and integer_expression .and rbracket .emit OP_SUBSCRIPT; +postfix_expression_4 + dot .and field_selection .emit OP_FIELD; + +/* + ::= +*/ +integer_expression + expression; + +/* + ::= +*/ +function_call + function_call_generic .emit OP_CALL .and .true .emit OP_END; + +/* + ::= ")" + | ")" +*/ +function_call_generic + function_call_generic_1 .or function_call_generic_2; +function_call_generic_1 + function_call_header_with_parameters .and rparen .error RPAREN_EXPECTED; +function_call_generic_2 + function_call_header_no_parameters .and rparen .error RPAREN_EXPECTED; + +/* + ::= "void" + | +*/ +function_call_header_no_parameters + function_call_header .and function_call_header_no_parameters_1; +function_call_header_no_parameters_1 + "void" .or .true; + +/* + ::= + | "," + +*/ +function_call_header_with_parameters + function_call_header .and assignment_expression .and .true .emit OP_END .and + .loop function_call_header_with_parameters_1; +function_call_header_with_parameters_1 + comma .and assignment_expression .and .true .emit OP_END; + +/* + ::= "(" +*/ +function_call_header + function_identifier .and lparen; + +/* + ::= + | + +note: has been deleted +*/ +function_identifier + identifier; + +/* + ::= + | "++" + | "--" + | + + ::= "+" + | "-" + | "!" + | "~" // reserved +*/ +unary_expression + postfix_expression .or unary_expression_1 .or unary_expression_2 .or unary_expression_3 .or + unary_expression_4 .or unary_expression_5/* .or unary_expression_6*/; +unary_expression_1 + plusplus .and unary_expression .and .true .emit OP_PREINCREMENT; +unary_expression_2 + minusminus .and unary_expression .and .true .emit OP_PREDECREMENT; +unary_expression_3 + plus .and unary_expression .and .true .emit OP_PLUS; +unary_expression_4 + minus .and unary_expression .and .true .emit OP_MINUS; +unary_expression_5 + bang .and unary_expression .and .true .emit OP_NOT; +/*unary_expression_6 + tilde .and unary_expression .and .true .emit OP_COMPLEMENT;*/ + +/* + ::= + | "*" + | "/" + | "%" // reserved +*/ +multiplicative_expression + unary_expression .and .loop multiplicative_expression_1; +multiplicative_expression_1 + multiplicative_expression_2 .or multiplicative_expression_3/* .or multiplicative_expression_4*/; +multiplicative_expression_2 + star .and unary_expression .and .true .emit OP_MULTIPLY; +multiplicative_expression_3 + slash .and unary_expression .and .true .emit OP_DIVIDE; +/*multiplicative_expression_4 + percent .and unary_expression .and .true .emit OP_MODULUS;*/ + +/* + ::= + | "+" + | "-" +*/ +additive_expression + multiplicative_expression .and .loop additive_expression_1; +additive_expression_1 + additive_expression_2 .or additive_expression_3; +additive_expression_2 + plus .and multiplicative_expression .and .true .emit OP_ADD; +additive_expression_3 + minus .and multiplicative_expression .and .true .emit OP_SUBTRACT; + +/* + ::= + | "<<" // reserved + | ">>" // reserved +*/ +shift_expression + additive_expression/* .and .loop shift_expression_1*/; +/*shift_expression_1 + shift_expression_2 .or shift_expression_3;*/ +/*shift_expression_2 + lessless .and additive_expression .and .true .emit OP_LSHIFT;*/ +/*shift_expression_3 + greatergreater .and additive_expression .and .true .emit OP_RSHIFT;*/ + +/* + ::= + | "<" + | ">" + | "<=" + | ">=" +*/ +relational_expression + shift_expression .and .loop relational_expression_1; +relational_expression_1 + relational_expression_2 .or relational_expression_3 .or relational_expression_4 .or + relational_expression_5; +relational_expression_2 + lessequals .and shift_expression .and .true .emit OP_LESSEQUAL; +relational_expression_3 + greaterequals .and shift_expression .and .true .emit OP_GREATEREQUAL; +relational_expression_4 + less .and shift_expression .and .true .emit OP_LESS; +relational_expression_5 + greater .and shift_expression .and .true .emit OP_GREATER; + +/* + ::= + | "==" + | "!=" +*/ +equality_expression + relational_expression .and .loop equality_expression_1; +equality_expression_1 + equality_expression_2 .or equality_expression_3; +equality_expression_2 + equalsequals .and relational_expression .and .true .emit OP_EQUAL; +equality_expression_3 + bangequals .and relational_expression .and .true .emit OP_NOTEQUAL; + +/* + ::= + | "&" // reserved +*/ +and_expression + equality_expression/* .and .loop and_expression_1*/; +/*and_expression_1 + ampersand .and equality_expression .and .true .emit OP_BITAND;*/ + +/* + ::= + | "^" // reserved +*/ +exclusive_or_expression + and_expression/* .and .loop exclusive_or_expression_1*/; +/*exclusive_or_expression_1 + caret .and and_expression .and .true .emit OP_BITXOR;*/ + +/* + ::= + | "|" // reserved +*/ +inclusive_or_expression + exclusive_or_expression/* .and .loop inclusive_or_expression_1*/; +/*inclusive_or_expression_1 + bar .and exclusive_or_expression .and .true .emit OP_BITOR;*/ + +/* + ::= + | "&&" +*/ +logical_and_expression + inclusive_or_expression .and .loop logical_and_expression_1; +logical_and_expression_1 + ampersandampersand .and inclusive_or_expression .and .true .emit OP_LOGICALAND; + +/* + ::= + | "^^" +*/ +logical_xor_expression + logical_and_expression .and .loop logical_xor_expression_1; +logical_xor_expression_1 + caretcaret .and logical_and_expression .and .true .emit OP_LOGICALXOR; + +/* + ::= + | "||" +*/ +logical_or_expression + logical_xor_expression .and .loop logical_or_expression_1; +logical_or_expression_1 + barbar .and logical_xor_expression .and .true .emit OP_LOGICALOR; + +/* + ::= + | "?" ":" + +*/ +conditional_expression + logical_or_expression .and .loop conditional_expression_1; +conditional_expression_1 + question .and expression .and colon .and conditional_expression .and .true .emit OP_SELECT; + +/* + ::= + | + + + ::= "=" + | "*=" + | "/=" + | "+=" + | "-=" + | "%=" // reserved + | "<<=" // reserved + | ">>=" // reserved + | "&=" // reserved + | "^=" // reserved + | "|=" // reserved +*/ +assignment_expression + assignment_expression_1 .or assignment_expression_2 .or assignment_expression_3 .or + assignment_expression_4 .or assignment_expression_5/* .or assignment_expression_6 .or + assignment_expression_7 .or assignment_expression_8 .or assignment_expression_9 .or + assignment_expression_10 .or assignment_expression_11*/ .or conditional_expression; +assignment_expression_1 + unary_expression .and equals .and assignment_expression .and .true .emit OP_ASSIGN; +assignment_expression_2 + unary_expression .and starequals .and assignment_expression .and .true .emit OP_MULASSIGN; +assignment_expression_3 + unary_expression .and slashequals .and assignment_expression .and .true .emit OP_DIVASSIGN; +assignment_expression_4 + unary_expression .and plusequals .and assignment_expression .and .true .emit OP_ADDASSIGN; +assignment_expression_5 + unary_expression .and minusequals .and assignment_expression .and .true .emit OP_SUBASSIGN; +/*assignment_expression_6 + unary_expression .and percentequals .and assignment_expression .and .true .emit OP_MODASSIGN;*/ +/*assignment_expression_7 + unary_expression .and lesslessequals .and assignment_expression .and .true .emit OP_LSHASSIGN;*/ +/*assignment_expression_8 + unary_expression .and greatergreaterequals .and assignment_expression .and + .true .emit OP_RSHASSIGN;*/ +/*assignment_expression_9 + unary_expression .and ampersandequals .and assignment_expression .and .true .emit OP_ANDASSIGN;*/ +/*assignment_expression_10 + unary_expression .and caretequals .and assignment_expression .and .true .emit OP_XORASSIGN;*/ +/*assignment_expression_11 + unary_expression .and barequals .and assignment_expression .and .true .emit OP_ORASSIGN;*/ + +/* + ::= + | "," +*/ +expression + assignment_expression .and .loop expression_1; +expression_1 + comma .and assignment_expression .and .true .emit OP_SEQUENCE; + +/* + ::= +*/ +constant_expression + conditional_expression .and .true .emit OP_END; + +/* + ::= ";" + | ";" +*/ +declaration + declaration_1 .or declaration_2; +declaration_1 + function_prototype .emit DECLARATION_FUNCTION_PROTOTYPE .and semicolon; +declaration_2 + init_declarator_list .emit DECLARATION_INIT_DECLARATOR_LIST .and semicolon; + +/* + ::= ")" +*/ +function_prototype + function_declarator .and rparen .error RPAREN_EXPECTED .emit PARAMETER_NONE; + +/* + ::= + | +*/ +function_declarator + function_header_with_parameters .or function_header; + +/* + ::= + | "," + +*/ +function_header_with_parameters + function_header .and parameter_declaration .and .loop function_header_with_parameters_1; +function_header_with_parameters_1 + comma .and parameter_declaration; + +/* + ::= "(" +*/ +function_header + function_header_nospace .or function_header_space; +function_header_space + fully_specified_type_space .and space .and function_decl_identifier .and lparen; +function_header_nospace + fully_specified_type_nospace .and function_decl_identifier .and lparen; + +/* + ::= "__constructor" + | <__operator> + | + +note: this is an extension to the standard language specification - normally slang disallows + operator and constructor prototypes and definitions +*/ +function_decl_identifier + .if (parsing_builtin != 0) __operator .emit FUNCTION_OPERATOR .or + .if (parsing_builtin != 0) "__constructor" .emit FUNCTION_CONSTRUCTOR .or + identifier .emit FUNCTION_ORDINARY; + +/* + <__operator> ::= "__operator" + +note: this is an extension to the standard language specification - normally slang disallows + operator prototypes and definitions +*/ +__operator + "__operator" .and overriden_operator .error INVALID_OPERATOR_OVERRIDE; + +/* + ::= "=" + | "+=" + | "-=" + | "*=" + | "/=" + | "%=" // reserved + | "<<=" // reserved + | ">>=" // reserved + | "&=" // reserved + | "^=" // reserved + | "|=" // reserved + | "^^" + | "|" // reserved + | "^" // reserved + | "&" // reserved + | "==" + | "!=" + | "<" + | ">" + | "<=" + | ">=" + | "<<" // reserved + | ">>" // reserved + | "*" + | "/" + | "%" // reserved + | "++" + | "--" + | "+" + | "-" + | "~" // reserved + | "!" + +note: this is an extension to the standard language specification - normally slang disallows + operator prototypes and definitions +*/ +overriden_operator + plusplus .emit OPERATOR_INCREMENT .or + plusequals .emit OPERATOR_ADDASSIGN .or + plus .emit OPERATOR_PLUS .or + minusminus .emit OPERATOR_DECREMENT .or + minusequals .emit OPERATOR_SUBASSIGN .or + minus .emit OPERATOR_MINUS .or + bangequals .emit OPERATOR_NOTEQUAL .or + bang .emit OPERATOR_NOT .or + starequals .emit OPERATOR_MULASSIGN .or + star .emit OPERATOR_MULTIPLY .or + slashequals .emit OPERATOR_DIVASSIGN .or + slash .emit OPERATOR_DIVIDE .or + lessequals .emit OPERATOR_LESSEQUAL .or + /*lesslessequals .emit OPERATOR_LSHASSIGN .or*/ + /*lessless .emit OPERATOR_LSHIFT .or*/ + less .emit OPERATOR_LESS .or + greaterequals .emit OPERATOR_GREATEREQUAL .or + /*greatergreaterequals .emit OPERATOR_RSHASSIGN .or*/ + /*greatergreater .emit OPERATOR_RSHIFT .or*/ + greater .emit OPERATOR_GREATER .or + equalsequals .emit OPERATOR_EQUAL .or + equals .emit OPERATOR_ASSIGN .or + /*percentequals .emit OPERATOR_MODASSIGN .or*/ + /*percent .emit OPERATOR_MODULUS .or*/ + /*ampersandequals .emit OPERATOR_ANDASSIGN */ + /*ampersand .emit OPERATOR_BITAND .or*/ + /*barequals .emit OPERATOR_ORASSIGN .or*/ + /*bar .emit OPERATOR_BITOR .or*/ + /*tilde .emit OPERATOR_COMPLEMENT .or*/ + /*caretequals .emit OPERATOR_XORASSIGN .or*/ + caretcaret .emit OPERATOR_LOGICALXOR /*.or + caret .emit OPERATOR_BITXOR*/; + +/* + ::= + | "[" + "]" +*/ +parameter_declarator + parameter_declarator_nospace .or parameter_declarator_space; +parameter_declarator_nospace + type_specifier_nospace .and identifier .and parameter_declarator_1; +parameter_declarator_space + type_specifier_space .and space .and identifier .and parameter_declarator_1; +parameter_declarator_1 + parameter_declarator_2 .emit PARAMETER_ARRAY_PRESENT .or + .true .emit PARAMETER_ARRAY_NOT_PRESENT; +parameter_declarator_2 + lbracket .and constant_expression .and rbracket; + +/* + ::= + + | + + | + | +*/ +parameter_declaration + parameter_declaration_1 .emit PARAMETER_NEXT; +parameter_declaration_1 + parameter_declaration_2 .or parameter_declaration_3; +parameter_declaration_2 + type_qualifier .and space .and parameter_qualifier .and parameter_declaration_4; +parameter_declaration_3 + parameter_qualifier .emit TYPE_QUALIFIER_NONE .and parameter_declaration_4; +parameter_declaration_4 + parameter_declarator .or parameter_type_specifier; + +/* + ::= "in" + | "out" + | "inout" + | "" +*/ +parameter_qualifier + parameter_qualifier_1 .or .true .emit PARAM_QUALIFIER_IN; +parameter_qualifier_1 + parameter_qualifier_2 .and space; +parameter_qualifier_2 + "in" .emit PARAM_QUALIFIER_IN .or + "out" .emit PARAM_QUALIFIER_OUT .or + "inout" .emit PARAM_QUALIFIER_INOUT; + +/* + ::= + | "[" "]" +*/ +parameter_type_specifier + parameter_type_specifier_1 .and .true .emit '\0' .and parameter_type_specifier_2; +parameter_type_specifier_1 + type_specifier_nospace .or type_specifier_space; +parameter_type_specifier_2 + parameter_type_specifier_3 .emit PARAMETER_ARRAY_PRESENT .or + .true .emit PARAMETER_ARRAY_NOT_PRESENT; +parameter_type_specifier_3 + lbracket .and constant_expression .and rbracket; + +/* + ::= + | "," + | "," "[" "]" + | "," "[" + "]" + | "," "=" + +*/ +init_declarator_list + single_declaration .and .loop init_declarator_list_1 .emit DECLARATOR_NEXT .and + .true .emit DECLARATOR_NONE; +init_declarator_list_1 + comma .and identifier .emit VARIABLE_IDENTIFIER .and init_declarator_list_2; +init_declarator_list_2 + init_declarator_list_3 .or init_declarator_list_4 .or .true .emit VARIABLE_NONE; +init_declarator_list_3 + equals .and initializer .emit VARIABLE_INITIALIZER; +init_declarator_list_4 + lbracket .and init_declarator_list_5 .and rbracket; +init_declarator_list_5 + constant_expression .emit VARIABLE_ARRAY_EXPLICIT .or .true .emit VARIABLE_ARRAY_UNKNOWN; + +/* + ::= + | + | "[" "]" + | "[" + "]" + | "=" +*/ +single_declaration + single_declaration_nospace .or single_declaration_space; +single_declaration_space + fully_specified_type_space .and single_declaration_space_1; +single_declaration_nospace + fully_specified_type_nospace .and single_declaration_nospace_1; +single_declaration_space_1 + single_declaration_space_2 .emit VARIABLE_IDENTIFIER .or .true .emit VARIABLE_NONE; +single_declaration_nospace_1 + single_declaration_nospace_2 .emit VARIABLE_IDENTIFIER .or .true .emit VARIABLE_NONE; +single_declaration_space_2 + space .and identifier .and single_declaration_3; +single_declaration_nospace_2 + identifier .and single_declaration_3; +single_declaration_3 + single_declaration_4 .or single_declaration_5 .or .true .emit VARIABLE_NONE; +single_declaration_4 + equals .and initializer .emit VARIABLE_INITIALIZER; +single_declaration_5 + lbracket .and single_declaration_6 .and rbracket; +single_declaration_6 + constant_expression .emit VARIABLE_ARRAY_EXPLICIT .or .true .emit VARIABLE_ARRAY_UNKNOWN; + +/* + ::= + | +*/ +fully_specified_type_space + fully_specified_type_1 .and type_specifier_space; +fully_specified_type_nospace + fully_specified_type_1 .and type_specifier_nospace; +fully_specified_type_1 + fully_specified_type_2 .or .true .emit TYPE_QUALIFIER_NONE; +fully_specified_type_2 + type_qualifier .and space; + +/* + ::= "const" + | "attribute" // Vertex only. + | "varying" + | "uniform" + | "__fixed_output" + | "__fixed_input" + +note: this is an extension to the standard language specification - normally slang disallows + __fixed_output and __fixed_input type qualifiers +*/ +type_qualifier + "const" .emit TYPE_QUALIFIER_CONST .or + .if (shader_type == 2) "attribute" .emit TYPE_QUALIFIER_ATTRIBUTE .or + "varying" .emit TYPE_QUALIFIER_VARYING .or + "uniform" .emit TYPE_QUALIFIER_UNIFORM .or + .if (parsing_builtin != 0) "__fixed_output" .emit TYPE_QUALIFIER_FIXEDOUTPUT .or + .if (parsing_builtin != 0) "__fixed_input" .emit TYPE_QUALIFIER_FIXEDINPUT; + +/* + ::= "void" + | "float" + | "int" + | "bool" + | "vec2" + | "vec3" + | "vec4" + | "bvec2" + | "bvec3" + | "bvec4" + | "ivec2" + | "ivec3" + | "ivec4" + | "mat2" + | "mat3" + | "mat4" + | "sampler1D" + | "sampler2D" + | "sampler3D" + | "samplerCube" + | "sampler1DShadow" + | "sampler2DShadow" + | + | +*/ +type_specifier_space + "void" .emit TYPE_SPECIFIER_VOID .or + "float" .emit TYPE_SPECIFIER_FLOAT .or + "int" .emit TYPE_SPECIFIER_INT .or + "bool" .emit TYPE_SPECIFIER_BOOL .or + "vec2" .emit TYPE_SPECIFIER_VEC2 .or + "vec3" .emit TYPE_SPECIFIER_VEC3 .or + "vec4" .emit TYPE_SPECIFIER_VEC4 .or + "bvec2" .emit TYPE_SPECIFIER_BVEC2 .or + "bvec3" .emit TYPE_SPECIFIER_BVEC3 .or + "bvec4" .emit TYPE_SPECIFIER_BVEC4 .or + "ivec2" .emit TYPE_SPECIFIER_IVEC2 .or + "ivec3" .emit TYPE_SPECIFIER_IVEC3 .or + "ivec4" .emit TYPE_SPECIFIER_IVEC4 .or + "mat2" .emit TYPE_SPECIFIER_MAT2 .or + "mat3" .emit TYPE_SPECIFIER_MAT3 .or + "mat4" .emit TYPE_SPECIFIER_MAT4 .or + "sampler1D" .emit TYPE_SPECIFIER_SAMPLER1D .or + "sampler2D" .emit TYPE_SPECIFIER_SAMPLER2D .or + "sampler3D" .emit TYPE_SPECIFIER_SAMPLER3D .or + "samplerCube" .emit TYPE_SPECIFIER_SAMPLERCUBE .or + "sampler1DShadow" .emit TYPE_SPECIFIER_SAMPLER1DSHADOW .or + "sampler2DShadow" .emit TYPE_SPECIFIER_SAMPLER2DSHADOW .or + type_name .emit TYPE_SPECIFIER_TYPENAME; +type_specifier_nospace + struct_specifier .emit TYPE_SPECIFIER_STRUCT; + +/* + ::= "struct" "{" "}" + | "struct" "{" "}" +*/ +struct_specifier + "struct" .and struct_specifier_1 .and optional_space .and lbrace .error LBRACE_EXPECTED .and + struct_declaration_list .and rbrace .emit FIELD_NONE; +struct_specifier_1 + struct_specifier_2 .or .true .emit '\0'; +struct_specifier_2 + space .and identifier; + +/* + ::= + | +*/ +struct_declaration_list + struct_declaration .and .loop struct_declaration .emit FIELD_NEXT; + +/* + ::= ";" +*/ +struct_declaration + struct_declaration_nospace .or struct_declaration_space; +struct_declaration_space + type_specifier_space .and space .and struct_declarator_list .and semicolon .emit FIELD_NONE; +struct_declaration_nospace + type_specifier_nospace .and struct_declarator_list .and semicolon .emit FIELD_NONE; + +/* + ::= + | "," +*/ +struct_declarator_list + struct_declarator .and .loop struct_declarator_list_1 .emit FIELD_NEXT; +struct_declarator_list_1 + comma .and struct_declarator; + +/* + ::= + | "[" "]" +*/ +struct_declarator + identifier .and struct_declarator_1; +struct_declarator_1 + struct_declarator_2 .emit FIELD_ARRAY .or .true .emit FIELD_NONE; +struct_declarator_2 + lbracket .and constant_expression .and rbracket; + +/* + ::= +*/ +initializer + assignment_expression .and .true .emit OP_END; + +/* + ::= +*/ +declaration_statement + declaration; + +/* + ::= + | +*/ +statement + compound_statement .or simple_statement; +statement_space + compound_statement .or statement_space_1; +statement_space_1 + space .and simple_statement; + +/* + ::= <__asm_statement> + | + | + | + | + | + +note: this is an extension to the standard language specification - normally slang disallows + use of __asm statements +*/ +simple_statement + .if (parsing_builtin != 0) __asm_statement .emit OP_ASM .or + selection_statement .or + iteration_statement .or + jump_statement .or + expression_statement .emit OP_EXPRESSION .or + declaration_statement .emit OP_DECLARE; + +/* + ::= "{" "}" + | "{" "}" +*/ +compound_statement + compound_statement_1 .emit OP_BLOCK_BEGIN_NEW_SCOPE .and .true .emit OP_END; +compound_statement_1 + compound_statement_2 .or compound_statement_3; +compound_statement_2 + lbrace .and rbrace; +compound_statement_3 + lbrace .and statement_list .and rbrace; + +/* + ::= + | +*/ +statement_no_new_scope + compound_statement_no_new_scope .or simple_statement; + +/* + ::= "{" "}" + | "{" "}" +*/ +compound_statement_no_new_scope + compound_statement_no_new_scope_1 .emit OP_BLOCK_BEGIN_NO_NEW_SCOPE .and .true .emit OP_END; +compound_statement_no_new_scope_1 + compound_statement_no_new_scope_2 .or compound_statement_no_new_scope_3; +compound_statement_no_new_scope_2 + lbrace .and rbrace; +compound_statement_no_new_scope_3 + lbrace .and statement_list .and rbrace; + +/* + ::= + | +*/ +statement_list + statement .and .loop statement; + +/* + ::= ";" + | ";" +*/ +expression_statement + expression_statement_1 .or expression_statement_2; +expression_statement_1 + semicolon .emit OP_PUSH_VOID .emit OP_END; +expression_statement_2 + expression .and semicolon .emit OP_END; + +/* + ::= "if" "(" ")" +*/ +selection_statement + "if" .emit OP_IF .and lparen .error LPAREN_EXPECTED .and expression .and + rparen .error RPAREN_EXPECTED .emit OP_END .and selection_rest_statement; + +/* + ::= "else" + | +*/ +selection_rest_statement + statement .and selection_rest_statement_1; +selection_rest_statement_1 + selection_rest_statement_2 .or .true .emit OP_EXPRESSION .emit OP_PUSH_VOID .emit OP_END; +selection_rest_statement_2 + "else" .and optional_space .and statement; + +/* + ::= + | "=" + +note: if is executed, the emit format must match emit format +*/ +condition + condition_1 .emit OP_DECLARE .emit DECLARATION_INIT_DECLARATOR_LIST .or + condition_3 .emit OP_EXPRESSION; +condition_1 + condition_1_nospace .or condition_1_space; +condition_1_nospace + fully_specified_type_nospace .and condition_2; +condition_1_space + fully_specified_type_space .and space .and condition_2; +condition_2 + identifier .emit VARIABLE_IDENTIFIER .and equals .emit VARIABLE_INITIALIZER .and + initializer .and .true .emit DECLARATOR_NONE; +condition_3 + expression .and .true .emit OP_END; + +/* + ::= "while" "(" ")" + | "do" "while" "(" ")" ";" + | "for" "(" ")" + +*/ +iteration_statement + iteration_statement_1 .or iteration_statement_2 .or iteration_statement_3; +iteration_statement_1 + "while" .emit OP_WHILE .and lparen .error LPAREN_EXPECTED .and condition .and + rparen .error RPAREN_EXPECTED .and statement_no_new_scope; +iteration_statement_2 + "do" .emit OP_DO .and statement_space .and "while" .and lparen .error LPAREN_EXPECTED .and + expression .and rparen .error RPAREN_EXPECTED .emit OP_END .and semicolon; +iteration_statement_3 + "for" .emit OP_FOR .and lparen .error LPAREN_EXPECTED .and for_init_statement .and + for_rest_statement .and rparen .error RPAREN_EXPECTED .and statement_no_new_scope; + +/* + ::= + | +*/ +for_init_statement + expression_statement .emit OP_EXPRESSION .or declaration_statement .emit OP_DECLARE; + +/* + ::= + | "" + +note: is used only by "for" statement - if is ommitted, parser + simulates default behaviour, that is simulates "true" expression +*/ +conditionopt + condition .or + .true .emit OP_EXPRESSION .emit OP_PUSH_BOOL .emit 2 .emit '1' .emit '\0' .emit OP_END; + +/* + ::= ";" + | ";" +*/ +for_rest_statement + conditionopt .and semicolon .and for_rest_statement_1; +for_rest_statement_1 + for_rest_statement_2 .or .true .emit OP_PUSH_VOID .emit OP_END; +for_rest_statement_2 + expression .and .true .emit OP_END; + +/* + ::= "continue" ";" + | "break" ";" + | "return" ";" + | "return" ";" + | "discard" ";" // Fragment shader only. +*/ +jump_statement + jump_statement_1 .or jump_statement_2 .or jump_statement_3 .or jump_statement_4 .or + .if (shader_type == 1) jump_statement_5; +jump_statement_1 + "continue" .and semicolon .emit OP_CONTINUE; +jump_statement_2 + "break" .and semicolon .emit OP_BREAK; +jump_statement_3 + "return" .emit OP_RETURN .and optional_space .and expression .and semicolon .emit OP_END; +jump_statement_4 + "return" .emit OP_RETURN .and semicolon .emit OP_PUSH_VOID .emit OP_END; +jump_statement_5 + "discard" .and semicolon .emit OP_DISCARD; + +/* + <__asm_statement> ::= "__asm" ";" + +note: this is an extension to the standard language specification - normally slang disallows + __asm statements +*/ +__asm_statement + "__asm" .and space .and identifier .and space .and asm_arguments .and semicolon .emit OP_END; + +/* + ::= + | "," + +note: this is an extension to the standard language specification - normally slang disallows + __asm statements +*/ +asm_arguments + variable_identifier .and .true .emit OP_END .and .loop asm_arguments_1; +asm_arguments_1 + comma .and variable_identifier .and .true .emit OP_END; + +/* + ::= + | +*/ +translation_unit + optional_space .emit REVISION .and external_declaration .error INVALID_EXTERNAL_DECLARATION .and + .loop external_declaration .and optional_space .and + '\0' .error INVALID_EXTERNAL_DECLARATION .emit EXTERNAL_NULL; + +/* + ::= + | +*/ +external_declaration + function_definition .emit EXTERNAL_FUNCTION_DEFINITION .or + declaration .emit EXTERNAL_DECLARATION; + +/* + :: +*/ +function_definition + function_prototype .and compound_statement_no_new_scope; + +/* helper rulez, not part of the official language syntax */ + +digit_oct + '0'-'7'; + +digit_dec + '0'-'9'; + +digit_hex + '0'-'9' .or 'A'-'F' .or 'a'-'f'; + +id_character_first + 'a'-'z' .or 'A'-'Z' .or '_'; + +id_character_next + id_character_first .or digit_dec; + +identifier + id_character_first .emit * .and .loop id_character_next .emit * .and .true .emit '\0'; + +float + float_1 .or float_2; +float_1 + float_fractional_constant .and float_optional_exponent_part; +float_2 + float_digit_sequence .and .true .emit '\0' .and float_exponent_part; + +float_fractional_constant + float_fractional_constant_1 .or float_fractional_constant_2 .or float_fractional_constant_3; +float_fractional_constant_1 + float_digit_sequence .and '.' .and float_digit_sequence; +float_fractional_constant_2 + float_digit_sequence .and '.' .and .true .emit '\0'; +float_fractional_constant_3 + '.' .emit '\0' .and float_digit_sequence; + +float_optional_exponent_part + float_exponent_part .or .true .emit '\0'; + +float_digit_sequence + digit_dec .emit * .and .loop digit_dec .emit * .and .true .emit '\0'; + +float_exponent_part + float_exponent_part_1 .or float_exponent_part_2; +float_exponent_part_1 + 'e' .and float_optional_sign .and float_digit_sequence; +float_exponent_part_2 + 'E' .and float_optional_sign .and float_digit_sequence; + +float_optional_sign + float_sign .or .true; + +float_sign + '+' .or '-' .emit '-'; + +integer + integer_hex .or integer_oct .or integer_dec; + +integer_hex + '0' .and integer_hex_1 .emit 0x10 .and digit_hex .emit * .and .loop digit_hex .emit * .and + .true .emit '\0'; +integer_hex_1 + 'x' .or 'X'; + +integer_oct + '0' .emit 8 .emit * .and .loop digit_oct .emit * .and .true .emit '\0'; + +integer_dec + digit_dec .emit 10 .emit * .and .loop digit_dec .emit * .and .true .emit '\0'; + +boolean + "true" .emit 2 .emit '1' .emit '\0' .or + "false" .emit 2 .emit '0' .emit '\0'; + +type_name + identifier; + +field_selection + identifier; + +floatconstant + float .emit OP_PUSH_FLOAT; + +intconstant + integer .emit OP_PUSH_INT; + +boolconstant + boolean .emit OP_PUSH_BOOL; + +optional_space + .loop single_space; + +space + single_space .and .loop single_space; + +single_space + white_char .or c_style_comment_block .or cpp_style_comment_block; + +white_char + ' ' .or '\t' .or new_line .or '\v' .or '\f'; + +new_line + cr_lf .or lf_cr .or '\n' .or '\r'; + +cr_lf + '\r' .and '\n'; + +lf_cr + '\n' .and '\r'; + +c_style_comment_block + '/' .and '*' .and c_style_comment_rest; + +c_style_comment_rest + .loop c_style_comment_char_no_star .and c_style_comment_rest_1; +c_style_comment_rest_1 + c_style_comment_end .or c_style_comment_rest_2; +c_style_comment_rest_2 + '*' .and c_style_comment_rest; + +c_style_comment_char_no_star + '\x2B'-'\xFF' .or '\x01'-'\x29'; + +c_style_comment_end + '*' .and '/'; + +cpp_style_comment_block + '/' .and '/' .and cpp_style_comment_block_1; +cpp_style_comment_block_1 + cpp_style_comment_block_2 .or cpp_style_comment_block_3; +cpp_style_comment_block_2 + .loop cpp_style_comment_char .and new_line; +cpp_style_comment_block_3 + .loop cpp_style_comment_char; + +cpp_style_comment_char + '\x0E'-'\xFF' .or '\x01'-'\x09' .or '\x0B'-'\x0C'; + +/* lexical rulez */ + +/*ampersand + optional_space .and '&' .and optional_space;*/ + +ampersandampersand + optional_space .and '&' .and '&' .and optional_space; + +/*ampersandequals + optional_space .and '&' .and '=' .and optional_space;*/ + +/*bar + optional_space .and '|' .and optional_space;*/ + +barbar + optional_space .and '|' .and '|' .and optional_space; + +/*barequals + optional_space .and '|' .and '=' .and optional_space;*/ + +bang + optional_space .and '!' .and optional_space; + +bangequals + optional_space .and '!' .and '=' .and optional_space; + +/*caret + optional_space .and '^' .and optional_space;*/ + +caretcaret + optional_space .and '^' .and '^' .and optional_space; + +/*caretequals + optional_space .and '^' .and '=' .and optional_space;*/ + +colon + optional_space .and ':' .and optional_space; + +comma + optional_space .and ',' .and optional_space; + +dot + optional_space .and '.' .and optional_space; + +equals + optional_space .and '=' .and optional_space; + +equalsequals + optional_space .and '=' .and '=' .and optional_space; + +greater + optional_space .and '>' .and optional_space; + +greaterequals + optional_space .and '>' .and '=' .and optional_space; + +/*greatergreater + optional_space .and '>' .and '>' .and optional_space;*/ + +/*greatergreaterequals + optional_space .and '>' .and '>' .and '=' .and optional_space;*/ + +lbrace + optional_space .and '{' .and optional_space; + +lbracket + optional_space .and '[' .and optional_space; + +less + optional_space .and '<' .and optional_space; + +lessequals + optional_space .and '<' .and '=' .and optional_space; + +/*lessless + optional_space .and '<' .and '<' .and optional_space;*/ + +/*lesslessequals + optional_space .and '<' .and '<' .and '=' .and optional_space;*/ + +lparen + optional_space .and '(' .and optional_space; + +minus + optional_space .and '-' .and optional_space; + +minusequals + optional_space .and '-' .and '=' .and optional_space; + +minusminus + optional_space .and '-' .and '-' .and optional_space; + +/*percent + optional_space .and '%' .and optional_space;*/ + +/*percentequals + optional_space .and '%' .and '=' .and optional_space;*/ + +plus + optional_space .and '+' .and optional_space; + +plusequals + optional_space .and '+' .and '=' .and optional_space; + +plusplus + optional_space .and '+' .and '+' .and optional_space; + +question + optional_space .and '?' .and optional_space; + +rbrace + optional_space .and '}' .and optional_space; + +rbracket + optional_space .and ']' .and optional_space; + +rparen + optional_space .and ')' .and optional_space; + +semicolon + optional_space .and ';' .and optional_space; + +slash + optional_space .and '/' .and optional_space; + +slashequals + optional_space .and '/' .and '=' .and optional_space; + +star + optional_space .and '*' .and optional_space; + +starequals + optional_space .and '*' .and '=' .and optional_space; + +/*tilde + optional_space .and '~' .and optional_space;*/ + +/* string rulez - these are used internally by the parser when parsing quoted strings */ + +.string string_lexer; + +string_lexer + lex_first_identifier_character .and .loop lex_next_identifier_character; + +lex_first_identifier_character + 'a'-'z' .or 'A'-'Z' .or '_'; + +lex_next_identifier_character + 'a'-'z' .or 'A'-'Z' .or '0'-'9' .or '_'; + +/* error rulez - these are used by error messages */ + +err_token + '~' .or '`' .or '!' .or '@' .or '#' .or '$' .or '%' .or '^' .or '&' .or '*' .or '(' .or ')' .or + '-' .or '+' .or '=' .or '|' .or '\\' .or '[' .or ']' .or '{' .or '}' .or ':' .or ';' .or '"' .or + '\'' .or '<' .or ',' .or '>' .or '.' .or '/' .or '?' .or err_identifier; + +err_identifier + id_character_first .and .loop id_character_next; + diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_shader_syn.h b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_shader_syn.h new file mode 100644 index 000000000..4645e1419 --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_shader_syn.h @@ -0,0 +1,758 @@ +".syntax translation_unit;\n" +".emtcode REVISION 2\n" +".emtcode EXTERNAL_NULL 0\n" +".emtcode EXTERNAL_FUNCTION_DEFINITION 1\n" +".emtcode EXTERNAL_DECLARATION 2\n" +".emtcode DECLARATION_FUNCTION_PROTOTYPE 1\n" +".emtcode DECLARATION_INIT_DECLARATOR_LIST 2\n" +".emtcode FUNCTION_ORDINARY 0\n" +".emtcode FUNCTION_CONSTRUCTOR 1\n" +".emtcode FUNCTION_OPERATOR 2\n" +".emtcode OPERATOR_ASSIGN 1\n" +".emtcode OPERATOR_ADDASSIGN 2\n" +".emtcode OPERATOR_SUBASSIGN 3\n" +".emtcode OPERATOR_MULASSIGN 4\n" +".emtcode OPERATOR_DIVASSIGN 5\n" +".emtcode OPERATOR_LOGICALXOR 12\n" +".emtcode OPERATOR_EQUAL 16\n" +".emtcode OPERATOR_NOTEQUAL 17\n" +".emtcode OPERATOR_LESS 18\n" +".emtcode OPERATOR_GREATER 19\n" +".emtcode OPERATOR_LESSEQUAL 20\n" +".emtcode OPERATOR_GREATEREQUAL 21\n" +".emtcode OPERATOR_MULTIPLY 24\n" +".emtcode OPERATOR_DIVIDE 25\n" +".emtcode OPERATOR_INCREMENT 27\n" +".emtcode OPERATOR_DECREMENT 28\n" +".emtcode OPERATOR_PLUS 29\n" +".emtcode OPERATOR_MINUS 30\n" +".emtcode OPERATOR_NOT 32\n" +".emtcode DECLARATOR_NONE 0\n" +".emtcode DECLARATOR_NEXT 1\n" +".emtcode VARIABLE_NONE 0\n" +".emtcode VARIABLE_IDENTIFIER 1\n" +".emtcode VARIABLE_INITIALIZER 2\n" +".emtcode VARIABLE_ARRAY_EXPLICIT 3\n" +".emtcode VARIABLE_ARRAY_UNKNOWN 4\n" +".emtcode TYPE_QUALIFIER_NONE 0\n" +".emtcode TYPE_QUALIFIER_CONST 1\n" +".emtcode TYPE_QUALIFIER_ATTRIBUTE 2\n" +".emtcode TYPE_QUALIFIER_VARYING 3\n" +".emtcode TYPE_QUALIFIER_UNIFORM 4\n" +".emtcode TYPE_QUALIFIER_FIXEDOUTPUT 5\n" +".emtcode TYPE_QUALIFIER_FIXEDINPUT 6\n" +".emtcode TYPE_SPECIFIER_VOID 0\n" +".emtcode TYPE_SPECIFIER_BOOL 1\n" +".emtcode TYPE_SPECIFIER_BVEC2 2\n" +".emtcode TYPE_SPECIFIER_BVEC3 3\n" +".emtcode TYPE_SPECIFIER_BVEC4 4\n" +".emtcode TYPE_SPECIFIER_INT 5\n" +".emtcode TYPE_SPECIFIER_IVEC2 6\n" +".emtcode TYPE_SPECIFIER_IVEC3 7\n" +".emtcode TYPE_SPECIFIER_IVEC4 8\n" +".emtcode TYPE_SPECIFIER_FLOAT 9\n" +".emtcode TYPE_SPECIFIER_VEC2 10\n" +".emtcode TYPE_SPECIFIER_VEC3 11\n" +".emtcode TYPE_SPECIFIER_VEC4 12\n" +".emtcode TYPE_SPECIFIER_MAT2 13\n" +".emtcode TYPE_SPECIFIER_MAT3 14\n" +".emtcode TYPE_SPECIFIER_MAT4 15\n" +".emtcode TYPE_SPECIFIER_SAMPLER1D 16\n" +".emtcode TYPE_SPECIFIER_SAMPLER2D 17\n" +".emtcode TYPE_SPECIFIER_SAMPLER3D 18\n" +".emtcode TYPE_SPECIFIER_SAMPLERCUBE 19\n" +".emtcode TYPE_SPECIFIER_SAMPLER1DSHADOW 20\n" +".emtcode TYPE_SPECIFIER_SAMPLER2DSHADOW 21\n" +".emtcode TYPE_SPECIFIER_STRUCT 22\n" +".emtcode TYPE_SPECIFIER_TYPENAME 23\n" +".emtcode FIELD_NONE 0\n" +".emtcode FIELD_NEXT 1\n" +".emtcode FIELD_ARRAY 2\n" +".emtcode OP_END 0\n" +".emtcode OP_BLOCK_BEGIN_NO_NEW_SCOPE 1\n" +".emtcode OP_BLOCK_BEGIN_NEW_SCOPE 2\n" +".emtcode OP_DECLARE 3\n" +".emtcode OP_ASM 4\n" +".emtcode OP_BREAK 5\n" +".emtcode OP_CONTINUE 6\n" +".emtcode OP_DISCARD 7\n" +".emtcode OP_RETURN 8\n" +".emtcode OP_EXPRESSION 9\n" +".emtcode OP_IF 10\n" +".emtcode OP_WHILE 11\n" +".emtcode OP_DO 12\n" +".emtcode OP_FOR 13\n" +".emtcode OP_PUSH_VOID 14\n" +".emtcode OP_PUSH_BOOL 15\n" +".emtcode OP_PUSH_INT 16\n" +".emtcode OP_PUSH_FLOAT 17\n" +".emtcode OP_PUSH_IDENTIFIER 18\n" +".emtcode OP_SEQUENCE 19\n" +".emtcode OP_ASSIGN 20\n" +".emtcode OP_ADDASSIGN 21\n" +".emtcode OP_SUBASSIGN 22\n" +".emtcode OP_MULASSIGN 23\n" +".emtcode OP_DIVASSIGN 24\n" +".emtcode OP_SELECT 31\n" +".emtcode OP_LOGICALOR 32\n" +".emtcode OP_LOGICALXOR 33\n" +".emtcode OP_LOGICALAND 34\n" +".emtcode OP_EQUAL 38\n" +".emtcode OP_NOTEQUAL 39\n" +".emtcode OP_LESS 40\n" +".emtcode OP_GREATER 41\n" +".emtcode OP_LESSEQUAL 42\n" +".emtcode OP_GREATEREQUAL 43\n" +".emtcode OP_ADD 46\n" +".emtcode OP_SUBTRACT 47\n" +".emtcode OP_MULTIPLY 48\n" +".emtcode OP_DIVIDE 49\n" +".emtcode OP_PREINCREMENT 51\n" +".emtcode OP_PREDECREMENT 52\n" +".emtcode OP_PLUS 53\n" +".emtcode OP_MINUS 54\n" +".emtcode OP_NOT 56\n" +".emtcode OP_SUBSCRIPT 57\n" +".emtcode OP_CALL 58\n" +".emtcode OP_FIELD 59\n" +".emtcode OP_POSTINCREMENT 60\n" +".emtcode OP_POSTDECREMENT 61\n" +".emtcode PARAM_QUALIFIER_IN 0\n" +".emtcode PARAM_QUALIFIER_OUT 1\n" +".emtcode PARAM_QUALIFIER_INOUT 2\n" +".emtcode PARAMETER_NONE 0\n" +".emtcode PARAMETER_NEXT 1\n" +".emtcode PARAMETER_ARRAY_NOT_PRESENT 0\n" +".emtcode PARAMETER_ARRAY_PRESENT 1\n" +".errtext INVALID_EXTERNAL_DECLARATION \"error 2001: invalid external declaration\"\n" +".errtext INVALID_OPERATOR_OVERRIDE \"error 2002: invalid operator override\"\n" +".errtext LBRACE_EXPECTED \"error 2003: '{' expected but '$err_token$' found\"\n" +".errtext LPAREN_EXPECTED \"error 2004: '(' expected but '$err_token$' found\"\n" +".errtext RPAREN_EXPECTED \"error 2005: ')' expected but '$err_token$' found\"\n" +".regbyte parsing_builtin 0\n" +".regbyte shader_type 0\n" +"variable_identifier\n" +" identifier .emit OP_PUSH_IDENTIFIER;\n" +"primary_expression\n" +" floatconstant .or boolconstant .or intconstant .or variable_identifier .or primary_expression_1;\n" +"primary_expression_1\n" +" lparen .and expression .and rparen;\n" +"postfix_expression\n" +" postfix_expression_1 .and .loop postfix_expression_2;\n" +"postfix_expression_1\n" +" function_call .or primary_expression;\n" +"postfix_expression_2\n" +" postfix_expression_3 .or postfix_expression_4 .or\n" +" plusplus .emit OP_POSTINCREMENT .or\n" +" minusminus .emit OP_POSTDECREMENT;\n" +"postfix_expression_3\n" +" lbracket .and integer_expression .and rbracket .emit OP_SUBSCRIPT;\n" +"postfix_expression_4\n" +" dot .and field_selection .emit OP_FIELD;\n" +"integer_expression\n" +" expression;\n" +"function_call\n" +" function_call_generic .emit OP_CALL .and .true .emit OP_END;\n" +"function_call_generic\n" +" function_call_generic_1 .or function_call_generic_2;\n" +"function_call_generic_1\n" +" function_call_header_with_parameters .and rparen .error RPAREN_EXPECTED;\n" +"function_call_generic_2\n" +" function_call_header_no_parameters .and rparen .error RPAREN_EXPECTED;\n" +"function_call_header_no_parameters\n" +" function_call_header .and function_call_header_no_parameters_1;\n" +"function_call_header_no_parameters_1\n" +" \"void\" .or .true;\n" +"function_call_header_with_parameters\n" +" function_call_header .and assignment_expression .and .true .emit OP_END .and\n" +" .loop function_call_header_with_parameters_1;\n" +"function_call_header_with_parameters_1\n" +" comma .and assignment_expression .and .true .emit OP_END;\n" +"function_call_header\n" +" function_identifier .and lparen;\n" +"function_identifier\n" +" identifier;\n" +"unary_expression\n" +" postfix_expression .or unary_expression_1 .or unary_expression_2 .or unary_expression_3 .or\n" +" unary_expression_4 .or unary_expression_5;\n" +"unary_expression_1\n" +" plusplus .and unary_expression .and .true .emit OP_PREINCREMENT;\n" +"unary_expression_2\n" +" minusminus .and unary_expression .and .true .emit OP_PREDECREMENT;\n" +"unary_expression_3\n" +" plus .and unary_expression .and .true .emit OP_PLUS;\n" +"unary_expression_4\n" +" minus .and unary_expression .and .true .emit OP_MINUS;\n" +"unary_expression_5\n" +" bang .and unary_expression .and .true .emit OP_NOT;\n" +"multiplicative_expression\n" +" unary_expression .and .loop multiplicative_expression_1;\n" +"multiplicative_expression_1\n" +" multiplicative_expression_2 .or multiplicative_expression_3;\n" +"multiplicative_expression_2\n" +" star .and unary_expression .and .true .emit OP_MULTIPLY;\n" +"multiplicative_expression_3\n" +" slash .and unary_expression .and .true .emit OP_DIVIDE;\n" +"additive_expression\n" +" multiplicative_expression .and .loop additive_expression_1;\n" +"additive_expression_1\n" +" additive_expression_2 .or additive_expression_3;\n" +"additive_expression_2\n" +" plus .and multiplicative_expression .and .true .emit OP_ADD;\n" +"additive_expression_3\n" +" minus .and multiplicative_expression .and .true .emit OP_SUBTRACT;\n" +"shift_expression\n" +" additive_expression;\n" +"relational_expression\n" +" shift_expression .and .loop relational_expression_1;\n" +"relational_expression_1\n" +" relational_expression_2 .or relational_expression_3 .or relational_expression_4 .or\n" +" relational_expression_5;\n" +"relational_expression_2\n" +" lessequals .and shift_expression .and .true .emit OP_LESSEQUAL;\n" +"relational_expression_3\n" +" greaterequals .and shift_expression .and .true .emit OP_GREATEREQUAL;\n" +"relational_expression_4\n" +" less .and shift_expression .and .true .emit OP_LESS;\n" +"relational_expression_5\n" +" greater .and shift_expression .and .true .emit OP_GREATER;\n" +"equality_expression\n" +" relational_expression .and .loop equality_expression_1;\n" +"equality_expression_1\n" +" equality_expression_2 .or equality_expression_3;\n" +"equality_expression_2\n" +" equalsequals .and relational_expression .and .true .emit OP_EQUAL;\n" +"equality_expression_3\n" +" bangequals .and relational_expression .and .true .emit OP_NOTEQUAL;\n" +"and_expression\n" +" equality_expression;\n" +"exclusive_or_expression\n" +" and_expression;\n" +"inclusive_or_expression\n" +" exclusive_or_expression;\n" +"logical_and_expression\n" +" inclusive_or_expression .and .loop logical_and_expression_1;\n" +"logical_and_expression_1\n" +" ampersandampersand .and inclusive_or_expression .and .true .emit OP_LOGICALAND;\n" +"logical_xor_expression\n" +" logical_and_expression .and .loop logical_xor_expression_1;\n" +"logical_xor_expression_1\n" +" caretcaret .and logical_and_expression .and .true .emit OP_LOGICALXOR;\n" +"logical_or_expression\n" +" logical_xor_expression .and .loop logical_or_expression_1;\n" +"logical_or_expression_1\n" +" barbar .and logical_xor_expression .and .true .emit OP_LOGICALOR;\n" +"conditional_expression\n" +" logical_or_expression .and .loop conditional_expression_1;\n" +"conditional_expression_1\n" +" question .and expression .and colon .and conditional_expression .and .true .emit OP_SELECT;\n" +"assignment_expression\n" +" assignment_expression_1 .or assignment_expression_2 .or assignment_expression_3 .or\n" +" assignment_expression_4 .or assignment_expression_5 .or conditional_expression;\n" +"assignment_expression_1\n" +" unary_expression .and equals .and assignment_expression .and .true .emit OP_ASSIGN;\n" +"assignment_expression_2\n" +" unary_expression .and starequals .and assignment_expression .and .true .emit OP_MULASSIGN;\n" +"assignment_expression_3\n" +" unary_expression .and slashequals .and assignment_expression .and .true .emit OP_DIVASSIGN;\n" +"assignment_expression_4\n" +" unary_expression .and plusequals .and assignment_expression .and .true .emit OP_ADDASSIGN;\n" +"assignment_expression_5\n" +" unary_expression .and minusequals .and assignment_expression .and .true .emit OP_SUBASSIGN;\n" +"expression\n" +" assignment_expression .and .loop expression_1;\n" +"expression_1\n" +" comma .and assignment_expression .and .true .emit OP_SEQUENCE;\n" +"constant_expression\n" +" conditional_expression .and .true .emit OP_END;\n" +"declaration\n" +" declaration_1 .or declaration_2;\n" +"declaration_1\n" +" function_prototype .emit DECLARATION_FUNCTION_PROTOTYPE .and semicolon;\n" +"declaration_2\n" +" init_declarator_list .emit DECLARATION_INIT_DECLARATOR_LIST .and semicolon;\n" +"function_prototype\n" +" function_declarator .and rparen .error RPAREN_EXPECTED .emit PARAMETER_NONE;\n" +"function_declarator\n" +" function_header_with_parameters .or function_header;\n" +"function_header_with_parameters\n" +" function_header .and parameter_declaration .and .loop function_header_with_parameters_1;\n" +"function_header_with_parameters_1\n" +" comma .and parameter_declaration;\n" +"function_header\n" +" function_header_nospace .or function_header_space;\n" +"function_header_space\n" +" fully_specified_type_space .and space .and function_decl_identifier .and lparen;\n" +"function_header_nospace\n" +" fully_specified_type_nospace .and function_decl_identifier .and lparen;\n" +"function_decl_identifier\n" +" .if (parsing_builtin != 0) __operator .emit FUNCTION_OPERATOR .or\n" +" .if (parsing_builtin != 0) \"__constructor\" .emit FUNCTION_CONSTRUCTOR .or\n" +" identifier .emit FUNCTION_ORDINARY;\n" +"__operator\n" +" \"__operator\" .and overriden_operator .error INVALID_OPERATOR_OVERRIDE;\n" +"overriden_operator\n" +" plusplus .emit OPERATOR_INCREMENT .or\n" +" plusequals .emit OPERATOR_ADDASSIGN .or\n" +" plus .emit OPERATOR_PLUS .or\n" +" minusminus .emit OPERATOR_DECREMENT .or\n" +" minusequals .emit OPERATOR_SUBASSIGN .or\n" +" minus .emit OPERATOR_MINUS .or\n" +" bangequals .emit OPERATOR_NOTEQUAL .or\n" +" bang .emit OPERATOR_NOT .or\n" +" starequals .emit OPERATOR_MULASSIGN .or\n" +" star .emit OPERATOR_MULTIPLY .or\n" +" slashequals .emit OPERATOR_DIVASSIGN .or\n" +" slash .emit OPERATOR_DIVIDE .or\n" +" lessequals .emit OPERATOR_LESSEQUAL .or\n" +" \n" +" \n" +" less .emit OPERATOR_LESS .or\n" +" greaterequals .emit OPERATOR_GREATEREQUAL .or\n" +" \n" +" \n" +" greater .emit OPERATOR_GREATER .or\n" +" equalsequals .emit OPERATOR_EQUAL .or\n" +" equals .emit OPERATOR_ASSIGN .or\n" +" \n" +" \n" +" \n" +" \n" +" \n" +" \n" +" \n" +" \n" +" caretcaret .emit OPERATOR_LOGICALXOR ;\n" +"parameter_declarator\n" +" parameter_declarator_nospace .or parameter_declarator_space;\n" +"parameter_declarator_nospace\n" +" type_specifier_nospace .and identifier .and parameter_declarator_1;\n" +"parameter_declarator_space\n" +" type_specifier_space .and space .and identifier .and parameter_declarator_1;\n" +"parameter_declarator_1\n" +" parameter_declarator_2 .emit PARAMETER_ARRAY_PRESENT .or\n" +" .true .emit PARAMETER_ARRAY_NOT_PRESENT;\n" +"parameter_declarator_2\n" +" lbracket .and constant_expression .and rbracket;\n" +"parameter_declaration\n" +" parameter_declaration_1 .emit PARAMETER_NEXT;\n" +"parameter_declaration_1\n" +" parameter_declaration_2 .or parameter_declaration_3;\n" +"parameter_declaration_2\n" +" type_qualifier .and space .and parameter_qualifier .and parameter_declaration_4;\n" +"parameter_declaration_3\n" +" parameter_qualifier .emit TYPE_QUALIFIER_NONE .and parameter_declaration_4;\n" +"parameter_declaration_4\n" +" parameter_declarator .or parameter_type_specifier;\n" +"parameter_qualifier\n" +" parameter_qualifier_1 .or .true .emit PARAM_QUALIFIER_IN;\n" +"parameter_qualifier_1\n" +" parameter_qualifier_2 .and space;\n" +"parameter_qualifier_2\n" +" \"in\" .emit PARAM_QUALIFIER_IN .or\n" +" \"out\" .emit PARAM_QUALIFIER_OUT .or\n" +" \"inout\" .emit PARAM_QUALIFIER_INOUT;\n" +"parameter_type_specifier\n" +" parameter_type_specifier_1 .and .true .emit '\\0' .and parameter_type_specifier_2;\n" +"parameter_type_specifier_1\n" +" type_specifier_nospace .or type_specifier_space;\n" +"parameter_type_specifier_2\n" +" parameter_type_specifier_3 .emit PARAMETER_ARRAY_PRESENT .or\n" +" .true .emit PARAMETER_ARRAY_NOT_PRESENT;\n" +"parameter_type_specifier_3\n" +" lbracket .and constant_expression .and rbracket;\n" +"init_declarator_list\n" +" single_declaration .and .loop init_declarator_list_1 .emit DECLARATOR_NEXT .and\n" +" .true .emit DECLARATOR_NONE;\n" +"init_declarator_list_1\n" +" comma .and identifier .emit VARIABLE_IDENTIFIER .and init_declarator_list_2;\n" +"init_declarator_list_2\n" +" init_declarator_list_3 .or init_declarator_list_4 .or .true .emit VARIABLE_NONE;\n" +"init_declarator_list_3\n" +" equals .and initializer .emit VARIABLE_INITIALIZER;\n" +"init_declarator_list_4\n" +" lbracket .and init_declarator_list_5 .and rbracket;\n" +"init_declarator_list_5\n" +" constant_expression .emit VARIABLE_ARRAY_EXPLICIT .or .true .emit VARIABLE_ARRAY_UNKNOWN;\n" +"single_declaration\n" +" single_declaration_nospace .or single_declaration_space;\n" +"single_declaration_space\n" +" fully_specified_type_space .and single_declaration_space_1;\n" +"single_declaration_nospace\n" +" fully_specified_type_nospace .and single_declaration_nospace_1;\n" +"single_declaration_space_1\n" +" single_declaration_space_2 .emit VARIABLE_IDENTIFIER .or .true .emit VARIABLE_NONE;\n" +"single_declaration_nospace_1\n" +" single_declaration_nospace_2 .emit VARIABLE_IDENTIFIER .or .true .emit VARIABLE_NONE;\n" +"single_declaration_space_2\n" +" space .and identifier .and single_declaration_3;\n" +"single_declaration_nospace_2\n" +" identifier .and single_declaration_3;\n" +"single_declaration_3\n" +" single_declaration_4 .or single_declaration_5 .or .true .emit VARIABLE_NONE;\n" +"single_declaration_4\n" +" equals .and initializer .emit VARIABLE_INITIALIZER;\n" +"single_declaration_5\n" +" lbracket .and single_declaration_6 .and rbracket;\n" +"single_declaration_6\n" +" constant_expression .emit VARIABLE_ARRAY_EXPLICIT .or .true .emit VARIABLE_ARRAY_UNKNOWN;\n" +"fully_specified_type_space\n" +" fully_specified_type_1 .and type_specifier_space;\n" +"fully_specified_type_nospace\n" +" fully_specified_type_1 .and type_specifier_nospace;\n" +"fully_specified_type_1\n" +" fully_specified_type_2 .or .true .emit TYPE_QUALIFIER_NONE;\n" +"fully_specified_type_2\n" +" type_qualifier .and space;\n" +"type_qualifier\n" +" \"const\" .emit TYPE_QUALIFIER_CONST .or\n" +" .if (shader_type == 2) \"attribute\" .emit TYPE_QUALIFIER_ATTRIBUTE .or\n" +" \"varying\" .emit TYPE_QUALIFIER_VARYING .or\n" +" \"uniform\" .emit TYPE_QUALIFIER_UNIFORM .or\n" +" .if (parsing_builtin != 0) \"__fixed_output\" .emit TYPE_QUALIFIER_FIXEDOUTPUT .or\n" +" .if (parsing_builtin != 0) \"__fixed_input\" .emit TYPE_QUALIFIER_FIXEDINPUT;\n" +"type_specifier_space\n" +" \"void\" .emit TYPE_SPECIFIER_VOID .or\n" +" \"float\" .emit TYPE_SPECIFIER_FLOAT .or\n" +" \"int\" .emit TYPE_SPECIFIER_INT .or\n" +" \"bool\" .emit TYPE_SPECIFIER_BOOL .or\n" +" \"vec2\" .emit TYPE_SPECIFIER_VEC2 .or\n" +" \"vec3\" .emit TYPE_SPECIFIER_VEC3 .or\n" +" \"vec4\" .emit TYPE_SPECIFIER_VEC4 .or\n" +" \"bvec2\" .emit TYPE_SPECIFIER_BVEC2 .or\n" +" \"bvec3\" .emit TYPE_SPECIFIER_BVEC3 .or\n" +" \"bvec4\" .emit TYPE_SPECIFIER_BVEC4 .or\n" +" \"ivec2\" .emit TYPE_SPECIFIER_IVEC2 .or\n" +" \"ivec3\" .emit TYPE_SPECIFIER_IVEC3 .or\n" +" \"ivec4\" .emit TYPE_SPECIFIER_IVEC4 .or\n" +" \"mat2\" .emit TYPE_SPECIFIER_MAT2 .or\n" +" \"mat3\" .emit TYPE_SPECIFIER_MAT3 .or\n" +" \"mat4\" .emit TYPE_SPECIFIER_MAT4 .or\n" +" \"sampler1D\" .emit TYPE_SPECIFIER_SAMPLER1D .or\n" +" \"sampler2D\" .emit TYPE_SPECIFIER_SAMPLER2D .or\n" +" \"sampler3D\" .emit TYPE_SPECIFIER_SAMPLER3D .or\n" +" \"samplerCube\" .emit TYPE_SPECIFIER_SAMPLERCUBE .or\n" +" \"sampler1DShadow\" .emit TYPE_SPECIFIER_SAMPLER1DSHADOW .or\n" +" \"sampler2DShadow\" .emit TYPE_SPECIFIER_SAMPLER2DSHADOW .or\n" +" type_name .emit TYPE_SPECIFIER_TYPENAME;\n" +"type_specifier_nospace\n" +" struct_specifier .emit TYPE_SPECIFIER_STRUCT;\n" +"struct_specifier\n" +" \"struct\" .and struct_specifier_1 .and optional_space .and lbrace .error LBRACE_EXPECTED .and\n" +" struct_declaration_list .and rbrace .emit FIELD_NONE;\n" +"struct_specifier_1\n" +" struct_specifier_2 .or .true .emit '\\0';\n" +"struct_specifier_2\n" +" space .and identifier;\n" +"struct_declaration_list\n" +" struct_declaration .and .loop struct_declaration .emit FIELD_NEXT;\n" +"struct_declaration\n" +" struct_declaration_nospace .or struct_declaration_space;\n" +"struct_declaration_space\n" +" type_specifier_space .and space .and struct_declarator_list .and semicolon .emit FIELD_NONE;\n" +"struct_declaration_nospace\n" +" type_specifier_nospace .and struct_declarator_list .and semicolon .emit FIELD_NONE;\n" +"struct_declarator_list\n" +" struct_declarator .and .loop struct_declarator_list_1 .emit FIELD_NEXT;\n" +"struct_declarator_list_1\n" +" comma .and struct_declarator;\n" +"struct_declarator\n" +" identifier .and struct_declarator_1;\n" +"struct_declarator_1\n" +" struct_declarator_2 .emit FIELD_ARRAY .or .true .emit FIELD_NONE;\n" +"struct_declarator_2\n" +" lbracket .and constant_expression .and rbracket;\n" +"initializer\n" +" assignment_expression .and .true .emit OP_END;\n" +"declaration_statement\n" +" declaration;\n" +"statement\n" +" compound_statement .or simple_statement;\n" +"statement_space\n" +" compound_statement .or statement_space_1;\n" +"statement_space_1\n" +" space .and simple_statement;\n" +"simple_statement\n" +" .if (parsing_builtin != 0) __asm_statement .emit OP_ASM .or\n" +" selection_statement .or\n" +" iteration_statement .or\n" +" jump_statement .or\n" +" expression_statement .emit OP_EXPRESSION .or\n" +" declaration_statement .emit OP_DECLARE;\n" +"compound_statement\n" +" compound_statement_1 .emit OP_BLOCK_BEGIN_NEW_SCOPE .and .true .emit OP_END;\n" +"compound_statement_1\n" +" compound_statement_2 .or compound_statement_3;\n" +"compound_statement_2\n" +" lbrace .and rbrace;\n" +"compound_statement_3\n" +" lbrace .and statement_list .and rbrace;\n" +"statement_no_new_scope\n" +" compound_statement_no_new_scope .or simple_statement;\n" +"compound_statement_no_new_scope\n" +" compound_statement_no_new_scope_1 .emit OP_BLOCK_BEGIN_NO_NEW_SCOPE .and .true .emit OP_END;\n" +"compound_statement_no_new_scope_1\n" +" compound_statement_no_new_scope_2 .or compound_statement_no_new_scope_3;\n" +"compound_statement_no_new_scope_2\n" +" lbrace .and rbrace;\n" +"compound_statement_no_new_scope_3\n" +" lbrace .and statement_list .and rbrace;\n" +"statement_list\n" +" statement .and .loop statement;\n" +"expression_statement\n" +" expression_statement_1 .or expression_statement_2;\n" +"expression_statement_1\n" +" semicolon .emit OP_PUSH_VOID .emit OP_END;\n" +"expression_statement_2\n" +" expression .and semicolon .emit OP_END;\n" +"selection_statement\n" +" \"if\" .emit OP_IF .and lparen .error LPAREN_EXPECTED .and expression .and\n" +" rparen .error RPAREN_EXPECTED .emit OP_END .and selection_rest_statement;\n" +"selection_rest_statement\n" +" statement .and selection_rest_statement_1;\n" +"selection_rest_statement_1\n" +" selection_rest_statement_2 .or .true .emit OP_EXPRESSION .emit OP_PUSH_VOID .emit OP_END;\n" +"selection_rest_statement_2\n" +" \"else\" .and optional_space .and statement;\n" +"condition\n" +" condition_1 .emit OP_DECLARE .emit DECLARATION_INIT_DECLARATOR_LIST .or\n" +" condition_3 .emit OP_EXPRESSION;\n" +"condition_1\n" +" condition_1_nospace .or condition_1_space;\n" +"condition_1_nospace\n" +" fully_specified_type_nospace .and condition_2;\n" +"condition_1_space\n" +" fully_specified_type_space .and space .and condition_2;\n" +"condition_2\n" +" identifier .emit VARIABLE_IDENTIFIER .and equals .emit VARIABLE_INITIALIZER .and\n" +" initializer .and .true .emit DECLARATOR_NONE;\n" +"condition_3\n" +" expression .and .true .emit OP_END;\n" +"iteration_statement\n" +" iteration_statement_1 .or iteration_statement_2 .or iteration_statement_3;\n" +"iteration_statement_1\n" +" \"while\" .emit OP_WHILE .and lparen .error LPAREN_EXPECTED .and condition .and\n" +" rparen .error RPAREN_EXPECTED .and statement_no_new_scope;\n" +"iteration_statement_2\n" +" \"do\" .emit OP_DO .and statement_space .and \"while\" .and lparen .error LPAREN_EXPECTED .and\n" +" expression .and rparen .error RPAREN_EXPECTED .emit OP_END .and semicolon;\n" +"iteration_statement_3\n" +" \"for\" .emit OP_FOR .and lparen .error LPAREN_EXPECTED .and for_init_statement .and\n" +" for_rest_statement .and rparen .error RPAREN_EXPECTED .and statement_no_new_scope;\n" +"for_init_statement\n" +" expression_statement .emit OP_EXPRESSION .or declaration_statement .emit OP_DECLARE;\n" +"conditionopt\n" +" condition .or\n" +" .true .emit OP_EXPRESSION .emit OP_PUSH_BOOL .emit 2 .emit '1' .emit '\\0' .emit OP_END;\n" +"for_rest_statement\n" +" conditionopt .and semicolon .and for_rest_statement_1;\n" +"for_rest_statement_1\n" +" for_rest_statement_2 .or .true .emit OP_PUSH_VOID .emit OP_END;\n" +"for_rest_statement_2\n" +" expression .and .true .emit OP_END;\n" +"jump_statement\n" +" jump_statement_1 .or jump_statement_2 .or jump_statement_3 .or jump_statement_4 .or\n" +" .if (shader_type == 1) jump_statement_5;\n" +"jump_statement_1\n" +" \"continue\" .and semicolon .emit OP_CONTINUE;\n" +"jump_statement_2\n" +" \"break\" .and semicolon .emit OP_BREAK;\n" +"jump_statement_3\n" +" \"return\" .emit OP_RETURN .and optional_space .and expression .and semicolon .emit OP_END;\n" +"jump_statement_4\n" +" \"return\" .emit OP_RETURN .and semicolon .emit OP_PUSH_VOID .emit OP_END;\n" +"jump_statement_5\n" +" \"discard\" .and semicolon .emit OP_DISCARD;\n" +"__asm_statement\n" +" \"__asm\" .and space .and identifier .and space .and asm_arguments .and semicolon .emit OP_END;\n" +"asm_arguments\n" +" variable_identifier .and .true .emit OP_END .and .loop asm_arguments_1;\n" +"asm_arguments_1\n" +" comma .and variable_identifier .and .true .emit OP_END;\n" +"translation_unit\n" +" optional_space .emit REVISION .and external_declaration .error INVALID_EXTERNAL_DECLARATION .and\n" +" .loop external_declaration .and optional_space .and\n" +" '\\0' .error INVALID_EXTERNAL_DECLARATION .emit EXTERNAL_NULL;\n" +"external_declaration\n" +" function_definition .emit EXTERNAL_FUNCTION_DEFINITION .or\n" +" declaration .emit EXTERNAL_DECLARATION;\n" +"function_definition\n" +" function_prototype .and compound_statement_no_new_scope;\n" +"digit_oct\n" +" '0'-'7';\n" +"digit_dec\n" +" '0'-'9';\n" +"digit_hex\n" +" '0'-'9' .or 'A'-'F' .or 'a'-'f';\n" +"id_character_first\n" +" 'a'-'z' .or 'A'-'Z' .or '_';\n" +"id_character_next\n" +" id_character_first .or digit_dec;\n" +"identifier\n" +" id_character_first .emit * .and .loop id_character_next .emit * .and .true .emit '\\0';\n" +"float\n" +" float_1 .or float_2;\n" +"float_1\n" +" float_fractional_constant .and float_optional_exponent_part;\n" +"float_2\n" +" float_digit_sequence .and .true .emit '\\0' .and float_exponent_part;\n" +"float_fractional_constant\n" +" float_fractional_constant_1 .or float_fractional_constant_2 .or float_fractional_constant_3;\n" +"float_fractional_constant_1\n" +" float_digit_sequence .and '.' .and float_digit_sequence;\n" +"float_fractional_constant_2\n" +" float_digit_sequence .and '.' .and .true .emit '\\0';\n" +"float_fractional_constant_3\n" +" '.' .emit '\\0' .and float_digit_sequence;\n" +"float_optional_exponent_part\n" +" float_exponent_part .or .true .emit '\\0';\n" +"float_digit_sequence\n" +" digit_dec .emit * .and .loop digit_dec .emit * .and .true .emit '\\0';\n" +"float_exponent_part\n" +" float_exponent_part_1 .or float_exponent_part_2;\n" +"float_exponent_part_1\n" +" 'e' .and float_optional_sign .and float_digit_sequence;\n" +"float_exponent_part_2\n" +" 'E' .and float_optional_sign .and float_digit_sequence;\n" +"float_optional_sign\n" +" float_sign .or .true;\n" +"float_sign\n" +" '+' .or '-' .emit '-';\n" +"integer\n" +" integer_hex .or integer_oct .or integer_dec;\n" +"integer_hex\n" +" '0' .and integer_hex_1 .emit 0x10 .and digit_hex .emit * .and .loop digit_hex .emit * .and\n" +" .true .emit '\\0';\n" +"integer_hex_1\n" +" 'x' .or 'X';\n" +"integer_oct\n" +" '0' .emit 8 .emit * .and .loop digit_oct .emit * .and .true .emit '\\0';\n" +"integer_dec\n" +" digit_dec .emit 10 .emit * .and .loop digit_dec .emit * .and .true .emit '\\0';\n" +"boolean\n" +" \"true\" .emit 2 .emit '1' .emit '\\0' .or\n" +" \"false\" .emit 2 .emit '0' .emit '\\0';\n" +"type_name\n" +" identifier;\n" +"field_selection\n" +" identifier;\n" +"floatconstant\n" +" float .emit OP_PUSH_FLOAT;\n" +"intconstant\n" +" integer .emit OP_PUSH_INT;\n" +"boolconstant\n" +" boolean .emit OP_PUSH_BOOL;\n" +"optional_space\n" +" .loop single_space;\n" +"space\n" +" single_space .and .loop single_space;\n" +"single_space\n" +" white_char .or c_style_comment_block .or cpp_style_comment_block;\n" +"white_char\n" +" ' ' .or '\\t' .or new_line .or '\\v' .or '\\f';\n" +"new_line\n" +" cr_lf .or lf_cr .or '\\n' .or '\\r';\n" +"cr_lf\n" +" '\\r' .and '\\n';\n" +"lf_cr\n" +" '\\n' .and '\\r';\n" +"c_style_comment_block\n" +" '/' .and '*' .and c_style_comment_rest;\n" +"c_style_comment_rest\n" +" .loop c_style_comment_char_no_star .and c_style_comment_rest_1;\n" +"c_style_comment_rest_1\n" +" c_style_comment_end .or c_style_comment_rest_2;\n" +"c_style_comment_rest_2\n" +" '*' .and c_style_comment_rest;\n" +"c_style_comment_char_no_star\n" +" '\\x2B'-'\\xFF' .or '\\x01'-'\\x29';\n" +"c_style_comment_end\n" +" '*' .and '/';\n" +"cpp_style_comment_block\n" +" '/' .and '/' .and cpp_style_comment_block_1;\n" +"cpp_style_comment_block_1\n" +" cpp_style_comment_block_2 .or cpp_style_comment_block_3;\n" +"cpp_style_comment_block_2\n" +" .loop cpp_style_comment_char .and new_line;\n" +"cpp_style_comment_block_3\n" +" .loop cpp_style_comment_char;\n" +"cpp_style_comment_char\n" +" '\\x0E'-'\\xFF' .or '\\x01'-'\\x09' .or '\\x0B'-'\\x0C';\n" +"ampersandampersand\n" +" optional_space .and '&' .and '&' .and optional_space;\n" +"barbar\n" +" optional_space .and '|' .and '|' .and optional_space;\n" +"bang\n" +" optional_space .and '!' .and optional_space;\n" +"bangequals\n" +" optional_space .and '!' .and '=' .and optional_space;\n" +"caretcaret\n" +" optional_space .and '^' .and '^' .and optional_space;\n" +"colon\n" +" optional_space .and ':' .and optional_space;\n" +"comma\n" +" optional_space .and ',' .and optional_space;\n" +"dot\n" +" optional_space .and '.' .and optional_space;\n" +"equals\n" +" optional_space .and '=' .and optional_space;\n" +"equalsequals\n" +" optional_space .and '=' .and '=' .and optional_space;\n" +"greater\n" +" optional_space .and '>' .and optional_space;\n" +"greaterequals\n" +" optional_space .and '>' .and '=' .and optional_space;\n" +"lbrace\n" +" optional_space .and '{' .and optional_space;\n" +"lbracket\n" +" optional_space .and '[' .and optional_space;\n" +"less\n" +" optional_space .and '<' .and optional_space;\n" +"lessequals\n" +" optional_space .and '<' .and '=' .and optional_space;\n" +"lparen\n" +" optional_space .and '(' .and optional_space;\n" +"minus\n" +" optional_space .and '-' .and optional_space;\n" +"minusequals\n" +" optional_space .and '-' .and '=' .and optional_space;\n" +"minusminus\n" +" optional_space .and '-' .and '-' .and optional_space;\n" +"plus\n" +" optional_space .and '+' .and optional_space;\n" +"plusequals\n" +" optional_space .and '+' .and '=' .and optional_space;\n" +"plusplus\n" +" optional_space .and '+' .and '+' .and optional_space;\n" +"question\n" +" optional_space .and '?' .and optional_space;\n" +"rbrace\n" +" optional_space .and '}' .and optional_space;\n" +"rbracket\n" +" optional_space .and ']' .and optional_space;\n" +"rparen\n" +" optional_space .and ')' .and optional_space;\n" +"semicolon\n" +" optional_space .and ';' .and optional_space;\n" +"slash\n" +" optional_space .and '/' .and optional_space;\n" +"slashequals\n" +" optional_space .and '/' .and '=' .and optional_space;\n" +"star\n" +" optional_space .and '*' .and optional_space;\n" +"starequals\n" +" optional_space .and '*' .and '=' .and optional_space;\n" +".string string_lexer;\n" +"string_lexer\n" +" lex_first_identifier_character .and .loop lex_next_identifier_character;\n" +"lex_first_identifier_character\n" +" 'a'-'z' .or 'A'-'Z' .or '_';\n" +"lex_next_identifier_character\n" +" 'a'-'z' .or 'A'-'Z' .or '0'-'9' .or '_';\n" +"err_token\n" +" '~' .or '`' .or '!' .or '@' .or '#' .or '$' .or '%' .or '^' .or '&' .or '*' .or '(' .or ')' .or\n" +" '-' .or '+' .or '=' .or '|' .or '\\\\' .or '[' .or ']' .or '{' .or '}' .or ':' .or ';' .or '\"' .or\n" +" '\\'' .or '<' .or ',' .or '>' .or '.' .or '/' .or '?' .or err_identifier;\n" +"err_identifier\n" +" id_character_first .and .loop id_character_next;\n" +"" diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_version.syn b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_version.syn new file mode 100755 index 000000000..3a8c7046b --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_version.syn @@ -0,0 +1,118 @@ +/* + * Mesa 3-D graphics library + * Version: 6.3 + * + * Copyright (C) 2005 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. + */ + +/** + * \file slang_version.syn + * slang #version directive syntax + * \author Michal Krol + */ + +.syntax version_directive; + +version_directive + version_directive_1 .and .loop version_directive_2; +version_directive_1 + prior_optional_spaces .and optional_version_directive .and .true .emit $; +version_directive_2 + prior_optional_spaces .and version_directive_body .and .true .emit $; + +optional_version_directive + version_directive_body .or .true .emit 10 .emit 1; + +version_directive_body + '#' .and optional_space .and "version" .and space .and version_number .and optional_space .and + new_line; + +version_number + version_number_110; + +version_number_110 + leading_zeroes .and "110" .emit 10 .emit 1; + +leading_zeroes + .loop zero; + +zero + '0'; + +space + single_space .and .loop single_space; + +optional_space + .loop single_space; + +single_space + ' ' .or '\t'; + +prior_optional_spaces + .loop prior_space; + +prior_space + c_style_comment_block .or cpp_style_comment_block .or space .or new_line; + +c_style_comment_block + '/' .and '*' .and c_style_comment_rest; + +c_style_comment_rest + .loop c_style_comment_char_no_star .and c_style_comment_rest_1; +c_style_comment_rest_1 + c_style_comment_end .or c_style_comment_rest_2; +c_style_comment_rest_2 + '*' .and c_style_comment_rest; + +c_style_comment_char_no_star + '\x2B'-'\xFF' .or '\x01'-'\x29'; + +c_style_comment_end + '*' .and '/'; + +cpp_style_comment_block + '/' .and '/' .and cpp_style_comment_block_1; +cpp_style_comment_block_1 + cpp_style_comment_block_2 .or cpp_style_comment_block_3; +cpp_style_comment_block_2 + .loop cpp_style_comment_char .and new_line; +cpp_style_comment_block_3 + .loop cpp_style_comment_char; + +cpp_style_comment_char + '\x0E'-'\xFF' .or '\x01'-'\x09' .or '\x0B'-'\x0C'; + +new_line + cr_lf .or lf_cr .or '\n' .or '\r'; + +cr_lf + '\r' .and '\n'; + +lf_cr + '\n' .and '\r'; + +.string __string_filter; + +__string_filter + .loop __identifier_char; + +__identifier_char + 'a'-'z' .or 'A'-'Z' .or '_' .or '0'-'9'; + diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_version_syn.h b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_version_syn.h new file mode 100755 index 000000000..1c27546d7 --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_version_syn.h @@ -0,0 +1,64 @@ +".syntax version_directive;\n" +"version_directive\n" +" version_directive_1 .and .loop version_directive_2;\n" +"version_directive_1\n" +" prior_optional_spaces .and optional_version_directive .and .true .emit $;\n" +"version_directive_2\n" +" prior_optional_spaces .and version_directive_body .and .true .emit $;\n" +"optional_version_directive\n" +" version_directive_body .or .true .emit 10 .emit 1;\n" +"version_directive_body\n" +" '#' .and optional_space .and \"version\" .and space .and version_number .and optional_space .and\n" +" new_line;\n" +"version_number\n" +" version_number_110;\n" +"version_number_110\n" +" leading_zeroes .and \"110\" .emit 10 .emit 1;\n" +"leading_zeroes\n" +" .loop zero;\n" +"zero\n" +" '0';\n" +"space\n" +" single_space .and .loop single_space;\n" +"optional_space\n" +" .loop single_space;\n" +"single_space\n" +" ' ' .or '\\t';\n" +"prior_optional_spaces\n" +" .loop prior_space;\n" +"prior_space\n" +" c_style_comment_block .or cpp_style_comment_block .or space .or new_line;\n" +"c_style_comment_block\n" +" '/' .and '*' .and c_style_comment_rest;\n" +"c_style_comment_rest\n" +" .loop c_style_comment_char_no_star .and c_style_comment_rest_1;\n" +"c_style_comment_rest_1\n" +" c_style_comment_end .or c_style_comment_rest_2;\n" +"c_style_comment_rest_2\n" +" '*' .and c_style_comment_rest;\n" +"c_style_comment_char_no_star\n" +" '\\x2B'-'\\xFF' .or '\\x01'-'\\x29';\n" +"c_style_comment_end\n" +" '*' .and '/';\n" +"cpp_style_comment_block\n" +" '/' .and '/' .and cpp_style_comment_block_1;\n" +"cpp_style_comment_block_1\n" +" cpp_style_comment_block_2 .or cpp_style_comment_block_3;\n" +"cpp_style_comment_block_2\n" +" .loop cpp_style_comment_char .and new_line;\n" +"cpp_style_comment_block_3\n" +" .loop cpp_style_comment_char;\n" +"cpp_style_comment_char\n" +" '\\x0E'-'\\xFF' .or '\\x01'-'\\x09' .or '\\x0B'-'\\x0C';\n" +"new_line\n" +" cr_lf .or lf_cr .or '\\n' .or '\\r';\n" +"cr_lf\n" +" '\\r' .and '\\n';\n" +"lf_cr\n" +" '\\n' .and '\\r';\n" +".string __string_filter;\n" +"__string_filter\n" +" .loop __identifier_char;\n" +"__identifier_char\n" +" 'a'-'z' .or 'A'-'Z' .or '_' .or '0'-'9';\n" +"" diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin.gc b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin.gc new file mode 100755 index 000000000..850fd2bb8 --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin.gc @@ -0,0 +1,262 @@ + +// +// TODO: +// - what to do with ftransform? can it stay in the current form? +// - implement texture1DLod, texture2DLod, texture3DLod, textureCubeLod, +// - implement shadow1DLod, shadow2DLod, +// + +// +// From Shader Spec, ver. 1.10, rev. 59 +// +// Some OpenGL operations still continue to occur in fixed functionality in between the vertex +// processor and the fragment processor. Other OpenGL operations continue to occur in fixed +// functionality after the fragment processor. Shaders communicate with the fixed functionality +// of OpenGL through the use of built-in variables. +// +// The variable gl_Position is available only in the vertex language and is intended for writing +// the homogeneous vertex position. All executions of a well-formed vertex shader must write +// a value into this variable. It can be written at any time during shader execution. It may also +// be read back by the shader after being written. This value will be used by primitive assembly, +// clipping, culling, and other fixed functionality operations that operate on primitives after +// vertex processing has occurred. Compilers may generate a diagnostic message if they detect +// gl_Position is not written, or read before being written, but not all such cases are detectable. +// Results are undefined if a vertex shader is executed and does not write gl_Position. +// +// The variable gl_PointSize is available only in the vertex language and is intended for a vertex +// shader to write the size of the point to be rasterized. It is measured in pixels. +// +// The variable gl_ClipVertex is available only in the vertex language and provides a place for +// vertex shaders to write the coordinate to be used with the user clipping planes. The user must +// ensure the clip vertex and user clipping planes are defined in the same coordinate space. User +// clip planes work properly only under linear transform. It is undefined what happens under +// non-linear transform. +// +// These built-in vertex shader variables for communicating with fixed functionality are +// intrinsically declared with the following types: +// + +__fixed_output vec4 gl_Position; // must be written to +__fixed_output float gl_PointSize; // may be written to +__fixed_output vec4 gl_ClipVertex; // may be written to + +// +// If gl_PointSize or gl_ClipVertex are not written to, their values are undefined. Any of these +// variables can be read back by the shader after writing to them, to retrieve what was written. +// Reading them before writing them results in undefined behavior. If they are written more than +// once, it is the last value written that is consumed by the subsequent operations. +// +// These built-in variables have global scope. +// + +// +// The following attribute names are built into the OpenGL vertex language and can be used from +// within a vertex shader to access the current values of attributes declared by OpenGL. All page +// numbers and notations are references to the OpenGL 1.4 specification. +// + +// +// Vertex Attributes, p. 19. +// + +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; + +// +// Unlike user-defined varying variables, the built-in varying variables don't have a strict +// one-to-one correspondence between the vertex language and the fragment language. Two sets are +// provided, one for each language. Their relationship is described below. +// +// The following built-in varying variables are available to write to in a vertex shader. +// A particular one should be written to if any functionality in a corresponding fragment shader +// or fixed pipeline uses it or state derived from it. Otherwise, behavior is undefined. +// + +varying vec4 gl_FrontColor; +varying vec4 gl_BackColor; +varying vec4 gl_FrontSecondaryColor; +varying vec4 gl_BackSecondaryColor; +varying vec4 gl_TexCoord[]; // at most will be gl_MaxTextureCoords +varying float gl_FogFragCoord; + +// +// For gl_FogFragCoord, the value written will be used as the "c" value on page 160 of the +// OpenGL 1.4 Specification by the fixed functionality pipeline. For example, if the z-coordinate +// of the fragment in eye space is desired as "c", then that's what the vertex shader should write +// into gl_FogFragCoord. +// +// As with all arrays, indices used to subscript gl_TexCoord must either be an integral constant +// expressions, or this array must be re-declared by the shader with a size. The size can be +// at most gl_MaxTextureCoords. Using indexes close to 0 may aid the implementation +// in preserving varying resources. +// + +// +// The OpenGL Shading Language defines an assortment of built-in convenience functions for scalar +// and vector operations. Many of these built-in functions can be used in more than one type +// of shader, but some are intended to provide a direct mapping to hardware and so are available +// only for a specific type of shader. +// +// The built-in functions basically fall into three categories: +// +// * They expose some necessary hardware functionality in a convenient way such as accessing +// a texture map. There is no way in the language for these functions to be emulated by a shader. +// +// * They represent a trivial operation (clamp, mix, etc.) that is very simple for the user +// to write, but they are very common and may have direct hardware support. It is a very hard +// problem for the compiler to map expressions to complex assembler instructions. +// +// * They represent an operation graphics hardware is likely to accelerate at some point. The +// trigonometry functions fall into this category. +// +// Many of the functions are similar to the same named ones in common C libraries, but they support +// vector input as well as the more traditional scalar input. +// +// Applications should be encouraged to use the built-in functions rather than do the equivalent +// computations in their own shader code since the built-in functions are assumed to be optimal +// (e.g., perhaps supported directly in hardware). +// +// User code can replace built-in functions with their own if they choose, by simply re-declaring +// and defining the same name and argument list. +// + +// +// Geometric Functions +// +// These operate on vectors as vectors, not component-wise. +// + +// +// For vertex shaders only. This function will ensure that the incoming vertex value will be +// transformed in a way that produces exactly the same result as would be produced by OpenGL's +// fixed functionality transform. It is intended to be used to compute gl_Position, e.g., +// gl_Position = ftransform() +// This function should be used, for example, when an application is rendering the same geometry in +// separate passes, and one pass uses the fixed functionality path to render and another pass uses +// programmable shaders. +// + +vec4 ftransform () { + return gl_ModelViewProjectionMatrix * gl_Vertex; +} + +// +// 8.7 Texture Lookup Functions +// +// Texture lookup functions are available to both vertex and fragment shaders. However, level +// of detail is not computed by fixed functionality for vertex shaders, so there are some +// differences in operation between vertex and fragment texture lookups. The functions in the table +// below provide access to textures through samplers, as set up through the OpenGL API. Texture +// properties such as size, pixel format, number of dimensions, filtering method, number of mip-map +// levels, depth comparison, and so on are also defined by OpenGL API calls. Such properties are +// taken into account as the texture is accessed via the built-in functions defined below. +// +// If a non-shadow texture call is made to a sampler that represents a depth texture with depth +// comparisons turned on, then results are undefined. If a shadow texture call is made to a sampler +// that represents a depth texture with depth comparisions turned off, the results are undefined. +// If a shadow texture call is made to a sampler that does not represent a depth texture, then +// results are undefined. +// +// In all functions below, the bias parameter is optional for fragment shaders. The bias parameter +// is not accepted in a vertex shader. For a fragment shader, if bias is present, it is added to +// the calculated level of detail prior to performing the texture access operation. If the bias +// parameter is not provided, then the implementation automatically selects level of detail: +// For a texture that is not mip-mapped, the texture is used directly. If it is mip-mapped and +// running in a fragment shader, the LOD computed by the implementation is used to do the texture +// lookup. If it is mip-mapped and running on the vertex shader, then the base texture is used. +// +// The built-ins suffixed with "Lod" are allowed only in a vertex shader. For the "Lod" functions, +// lod is directly used as the level of detail. +// + +// +// Use the texture coordinate coord to do a texture lookup in the 1D texture currently bound +// to sampler. For the projective ("Proj") versions, the texture coordinate coord.s is divided by +// the last component of coord. +// +// XXX +vec4 texture1DLod (sampler1D sampler, float coord, float lod) { + return vec4 (0.0); +} +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); +} + +// +// Use the texture coordinate coord to do a texture lookup in the 2D texture currently bound +// to sampler. For the projective ("Proj") versions, the texture coordinate (coord.s, coord.t) is +// divided by the last component of coord. The third component of coord is ignored for the vec4 +// coord variant. +// +// XXX +vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod) { + return vec4 (0.0); +} +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); +} + +// +// Use the texture coordinate coord to do a texture lookup in the 3D texture currently bound +// to sampler. For the projective ("Proj") versions, the texture coordinate is divided by coord.q. +// +// XXX +vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod) { + return vec4 (0.0); +} +vec4 texture3DProjLod (sampler3D sampler, vec4 coord, float lod) { + return texture3DLod (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.s / coord.q), + lod); +} + +// +// Use the texture coordinate coord to do a texture lookup in the cube map texture currently bound +// to sampler. The direction of coord is used to select which face to do a 2-dimensional texture +// lookup in, as described in section 3.8.6 in version 1.4 of the OpenGL specification. +// +// XXX +vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod) { + return vec4 (0.0); +} + +// +// Use texture coordinate coord to do a depth comparison lookup on the depth texture bound +// to sampler, as described in section 3.8.14 of version 1.4 of the OpenGL specification. The 3rd +// component of coord (coord.p) is used as the R value. The texture bound to sampler must be a +// depth texture, or results are undefined. For the projective ("Proj") version of each built-in, +// the texture coordinate is divide by coord.q, giving a depth value R of coord.p/coord.q. The +// second component of coord is ignored for the "1D" variants. +// +// XXX +vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod) { + return vec4 (0.0); +} +// XXX +vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod) { + return vec4 (0.0); +} +vec4 shadow1DProjLod (sampler1DShadow sampler, vec4 coord, float lod) { + return shadow1DLod (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), 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); +} + diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin_gc.h b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin_gc.h new file mode 100644 index 000000000..746226180 --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin_gc.h @@ -0,0 +1,262 @@ +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"__fixed_output vec4 gl_Position;\n" +"__fixed_output float gl_PointSize;\n" +"__fixed_output vec4 gl_ClipVertex;\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"attribute vec4 gl_Color;\n" +"attribute vec4 gl_SecondaryColor;\n" +"attribute vec3 gl_Normal;\n" +"attribute vec4 gl_Vertex;\n" +"attribute vec4 gl_MultiTexCoord0;\n" +"attribute vec4 gl_MultiTexCoord1;\n" +"attribute vec4 gl_MultiTexCoord2;\n" +"attribute vec4 gl_MultiTexCoord3;\n" +"attribute vec4 gl_MultiTexCoord4;\n" +"attribute vec4 gl_MultiTexCoord5;\n" +"attribute vec4 gl_MultiTexCoord6;\n" +"attribute vec4 gl_MultiTexCoord7;\n" +"attribute float gl_FogCoord;\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"varying vec4 gl_FrontColor;\n" +"varying vec4 gl_BackColor;\n" +"varying vec4 gl_FrontSecondaryColor;\n" +"varying vec4 gl_BackSecondaryColor;\n" +"varying vec4 gl_TexCoord[];\n" +"varying float gl_FogFragCoord;\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec4 ftransform () {\n" +" return gl_ModelViewProjectionMatrix * gl_Vertex;\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec4 texture1DLod (sampler1D sampler, float coord, float lod) {\n" +" return vec4 (0.0);\n" +"}\n" +"vec4 texture1DProjLod (sampler1D sampler, vec2 coord, float lod) {\n" +" return texture1DLod (sampler, coord.s / coord.t, lod);\n" +"}\n" +"vec4 texture1DProjLod (sampler1D sampler, vec4 coord, float lod) {\n" +" return texture1DLod (sampler, coord.s / coord.q, lod);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod) {\n" +" return vec4 (0.0);\n" +"}\n" +"vec4 texture2DProjLod (sampler2D sampler, vec3 coord, float lod) {\n" +" return texture2DLod (sampler, vec2 (coord.s / coord.p, coord.t / coord.p), lod);\n" +"}\n" +"vec4 texture2DProjLod (sampler2D sampler, vec4 coord, float lod) {\n" +" return texture2DLod (sampler, vec2 (coord.s / coord.q, coord.t / coord.q), lod);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod) {\n" +" return vec4 (0.0);\n" +"}\n" +"vec4 texture3DProjLod (sampler3D sampler, vec4 coord, float lod) {\n" +" return texture3DLod (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.s / coord.q),\n" +" lod);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod) {\n" +" return vec4 (0.0);\n" +"}\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod) {\n" +" return vec4 (0.0);\n" +"}\n" +"\n" +"vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod) {\n" +" return vec4 (0.0);\n" +"}\n" +"vec4 shadow1DProjLod (sampler1DShadow sampler, vec4 coord, float lod) {\n" +" return shadow1DLod (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), lod);\n" +"}\n" +"vec4 shadow2DProjLod (sampler2DShadow sampler, vec4 coord, float lod) {\n" +" return shadow2DLod (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q),\n" +" lod);\n" +"}\n" +"\n" diff --git a/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin_gc_bin.h b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin_gc_bin.h new file mode 100755 index 000000000..31d1fce3a --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/shader/slang/library/slang_vertex_builtin_gc_bin.h @@ -0,0 +1,82 @@ +2,2,2,5,12,1,103,108,95,80,111,115,105,116,105,111,110,0,0,0,2,2,5,9, +1,103,108,95,80,111,105,110,116,83,105,122,101,0,0,0,2,2,5,12,1,103,108,95, +67,108,105,112,86,101,114,116,101,120,0,0,0,2,2,2,12,1,103,108,95,67,111,108, +111,114,0,0,0,2,2,2,12,1,103,108,95,83,101,99,111,110,100,97,114,121,67,111, +108,111,114,0,0,0,2,2,2,11,1,103,108,95,78,111,114,109,97,108,0,0,0,2, +2,2,12,1,103,108,95,86,101,114,116,101,120,0,0,0,2,2,2,12,1,103,108,95, +77,117,108,116,105,84,101,120,67,111,111,114,100,48,0,0,0,2,2,2,12,1,103,108, +95,77,117,108,116,105,84,101,120,67,111,111,114,100,49,0,0,0,2,2,2,12,1,103, +108,95,77,117,108,116,105,84,101,120,67,111,111,114,100,50,0,0,0,2,2,2,12,1, +103,108,95,77,117,108,116,105,84,101,120,67,111,111,114,100,51,0,0,0,2,2,2,12, +1,103,108,95,77,117,108,116,105,84,101,120,67,111,111,114,100,52,0,0,0,2,2,2, 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