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authormarha <marha@users.sourceforge.net>2010-11-29 22:05:53 +0000
committermarha <marha@users.sourceforge.net>2010-11-29 22:05:53 +0000
commitfed109d6a33c0871291d1bb2f3f6b7a3d1a3e9d7 (patch)
treefa1ba494685a71e28a096990a8707680c7cb378b /mesalib/src/mesa/shader/slang/library/slang_vertex_builtin.gc
parentae340911c1ba1f98b418bd8f1a487fa4d79491b0 (diff)
parent6fda93be42ace9eeab0e82ceebb6798961c9105c (diff)
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svn merge ^/branches/released .
Diffstat (limited to 'mesalib/src/mesa/shader/slang/library/slang_vertex_builtin.gc')
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diff --git a/mesalib/src/mesa/shader/slang/library/slang_vertex_builtin.gc b/mesalib/src/mesa/shader/slang/library/slang_vertex_builtin.gc
deleted file mode 100644
index 0c67c2ef2..000000000
--- a/mesalib/src/mesa/shader/slang/library/slang_vertex_builtin.gc
+++ /dev/null
@@ -1,210 +0,0 @@
-/*
- * Mesa 3-D graphics library
- * Version: 6.5
- *
- * Copyright (C) 2006 Brian Paul All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
-
-//
-// From Shader Spec, ver. 1.10, rev. 59
-//
-
-__fixed_output vec4 gl_Position;
-__fixed_output float gl_PointSize;
-__fixed_output vec4 gl_ClipVertex;
-
-attribute vec4 gl_Color;
-attribute vec4 gl_SecondaryColor;
-attribute vec3 gl_Normal;
-attribute vec4 gl_Vertex;
-attribute vec4 gl_MultiTexCoord0;
-attribute vec4 gl_MultiTexCoord1;
-attribute vec4 gl_MultiTexCoord2;
-attribute vec4 gl_MultiTexCoord3;
-attribute vec4 gl_MultiTexCoord4;
-attribute vec4 gl_MultiTexCoord5;
-attribute vec4 gl_MultiTexCoord6;
-attribute vec4 gl_MultiTexCoord7;
-attribute float gl_FogCoord;
-
-varying vec4 gl_FrontColor;
-varying vec4 gl_BackColor;
-varying vec4 gl_FrontSecondaryColor;
-varying vec4 gl_BackSecondaryColor;
-varying vec4 gl_TexCoord[gl_MaxTextureCoords];
-varying float gl_FogFragCoord;
-
-//
-// Geometric Functions
-//
-
-vec4 ftransform()
-{
- __retVal = gl_ModelViewProjectionMatrix[0] * gl_Vertex.xxxx
- + gl_ModelViewProjectionMatrix[1] * gl_Vertex.yyyy
- + gl_ModelViewProjectionMatrix[2] * gl_Vertex.zzzz
- + gl_ModelViewProjectionMatrix[3] * gl_Vertex.wwww;
-}
-
-
-
-//
-// 8.7 Texture Lookup Functions
-// These are pretty much identical to the ones in slang_fragment_builtin.gc
-// When used in a vertex program, the texture sample instructions should not
-// be using a LOD term so it's effectively zero. Adding 'lod' to that does
-// what we want.
-//
-
-vec4 texture1DLod(const sampler1D sampler, const float coord, const float lod)
-{
- vec4 coord4;
- coord4.x = coord;
- coord4.w = lod;
- __asm vec4_tex_1d_bias __retVal, sampler, coord4;
-}
-
-vec4 texture1DProjLod(const sampler1D sampler, const vec2 coord, const float lod)
-{
- vec4 pcoord;
- pcoord.x = coord.x / coord.y;
- pcoord.w = lod;
- __asm vec4_tex_1d_bias __retVal, sampler, pcoord;
-}
-
-vec4 texture1DProjLod(const sampler1D sampler, const vec4 coord, const float lod)
-{
- vec4 pcoord;
- pcoord.x = coord.x / coord.z;
- pcoord.w = lod;
- __asm vec4_tex_1d_bias __retVal, sampler, pcoord;
-}
-
-
-
-vec4 texture2DLod(const sampler2D sampler, const vec2 coord, const float lod)
-{
- vec4 coord4;
- coord4.xy = coord.xy;
- coord4.w = lod;
- __asm vec4_tex_2d_bias __retVal, sampler, coord4;
-}
-
-vec4 texture2DProjLod(const sampler2D sampler, const vec3 coord, const float lod)
-{
- vec4 pcoord;
- pcoord.xy = coord.xy / coord.z;
- pcoord.w = lod;
- __asm vec4_tex_2d_bias __retVal, sampler, pcoord;
-}
-
-vec4 texture2DProjLod(const sampler2D sampler, const vec4 coord, const float lod)
-{
- vec4 pcoord;
- pcoord.xy = coord.xy / coord.z;
- pcoord.w = lod;
- __asm vec4_tex_2d_bias __retVal, sampler, pcoord;
-}
-
-
-vec4 texture3DLod(const sampler3D sampler, const vec3 coord, const float lod)
-{
- vec4 coord4;
- coord4.xyz = coord.xyz;
- coord4.w = lod;
- __asm vec4_tex_3d_bias __retVal, sampler, coord4;
-}
-
-vec4 texture3DProjLod(const sampler3D sampler, const vec4 coord, const float lod)
-{
- // do projection here (there's no vec4_tex_3d_bias_proj instruction)
- vec4 pcoord;
- pcoord.xyz = coord.xyz / coord.w;
- pcoord.w = lod;
- __asm vec4_tex_3d_bias __retVal, sampler, pcoord;
-}
-
-
-vec4 textureCubeLod(const samplerCube sampler, const vec3 coord, const float lod)
-{
- vec4 coord4;
- coord4.xyz = coord;
- coord4.w = lod;
- __asm vec4_tex_cube __retVal, sampler, coord4;
-}
-
-
-vec4 shadow1DLod(const sampler1DShadow sampler, const vec3 coord, const float lod)
-{
- vec4 coord4;
- coord4.xyz = coord;
- coord4.w = lod;
- __asm vec4_tex_1d_bias_shadow __retVal, sampler, coord4;
-}
-
-vec4 shadow1DProjLod(const sampler1DShadow sampler, const vec4 coord,
- const float lod)
-{
- vec4 pcoord;
- pcoord.x = coord.x / coord.w;
- pcoord.z = coord.z;
- pcoord.w = lod;
- __asm vec4_tex_1d_bias_shadow __retVal, sampler, pcoord;
-}
-
-
-vec4 shadow2DLod(const sampler2DShadow sampler, const vec3 coord, const float lod)
-{
- vec4 coord4;
- coord4.xyz = coord;
- coord4.w = lod;
- __asm vec4_tex_2d_bias_shadow __retVal, sampler, coord4;
-}
-
-vec4 shadow2DProjLod(const sampler2DShadow sampler, const vec4 coord,
- const float lod)
-{
- vec4 pcoord;
- pcoord.xy = coord.xy / coord.w;
- pcoord.z = coord.z;
- pcoord.w = lod;
- __asm vec4_tex_2d_bias_shadow __retVal, sampler, pcoord;
-}
-
-
-//// GL_EXT_texture_array
-
-vec4 texture1DArrayLod(const sampler1DArray sampler, const vec2 coord, const float lod)
-{
- vec4 coord4;
- coord4.xy = coord;
- coord4.w = lod;
- __asm vec4_tex_1d_array_bias __retVal, sampler, coord4;
-}
-
-
-vec4 texture2DArrayLod(const sampler2DArray sampler, const vec3 coord, const float lod)
-{
- vec4 coord4;
- coord4.xyz = coord;
- coord4.w = lod;
- __asm vec4_tex_2d_array_bias __retVal, sampler, coord4;
-}
-