For 4.2, largely, it is only the grammar that is working. Productions and semantics are mostly missing. Lexical analysis is mostly done, but not in the preprocessor, which still can't handle uint and double literals. The grammar and token names are reorganized to match the specification, to allow easier comparison between the specification and the working grammar. git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@19946 e7fa87d3-cd2b-0410-9028-fcbf551c1848
951 lines
41 KiB
C++
951 lines
41 KiB
C++
//
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//Copyright (C) 2002-2005 3Dlabs Inc. Ltd.
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//All rights reserved.
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//
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//Redistribution and use in source and binary forms, with or without
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//modification, are permitted provided that the following conditions
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//are met:
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//
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// Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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//
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// Redistributions in binary form must reproduce the above
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// copyright notice, this list of conditions and the following
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// disclaimer in the documentation and/or other materials provided
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// with the distribution.
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//
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// Neither the name of 3Dlabs Inc. Ltd. nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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//THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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//"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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//LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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//FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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//COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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//INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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//BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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//LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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//CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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//LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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//ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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//POSSIBILITY OF SUCH DAMAGE.
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//
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//
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// Create strings that declare built-in definitions, add built-ins that
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// cannot be expressed in the files, and establish mappings between
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// built-in functions and operators.
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//
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#include "../Include/intermediate.h"
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#include "Initialize.h"
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void TBuiltIns::initialize()
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{
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//
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// Initialize all the built-in strings for parsing.
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//
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TString BuiltInFunctions;
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TString BuiltInFunctionsVertex;
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TString BuiltInFunctionsFragment;
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TString StandardVertexVaryings;
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TString StandardFragmentVaryings;
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TString StandardVertexAttributes;
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TString StandardUniforms;
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{
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//============================================================================
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//
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// Prototypes for built-in functions seen by both vertex and fragment shaders.
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//
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//============================================================================
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TString& s = BuiltInFunctions;
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//
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// Angle and Trigonometric Functions.
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//
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s.append(TString("float radians(float degrees);"));
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s.append(TString("vec2 radians(vec2 degrees);"));
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s.append(TString("vec3 radians(vec3 degrees);"));
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s.append(TString("vec4 radians(vec4 degrees);"));
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s.append(TString("float degrees(float radians);"));
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s.append(TString("vec2 degrees(vec2 radians);"));
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s.append(TString("vec3 degrees(vec3 radians);"));
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s.append(TString("vec4 degrees(vec4 radians);"));
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s.append(TString("float sin(float angle);"));
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s.append(TString("vec2 sin(vec2 angle);"));
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s.append(TString("vec3 sin(vec3 angle);"));
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s.append(TString("vec4 sin(vec4 angle);"));
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s.append(TString("float cos(float angle);"));
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s.append(TString("vec2 cos(vec2 angle);"));
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s.append(TString("vec3 cos(vec3 angle);"));
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s.append(TString("vec4 cos(vec4 angle);"));
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s.append(TString("float tan(float angle);"));
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s.append(TString("vec2 tan(vec2 angle);"));
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s.append(TString("vec3 tan(vec3 angle);"));
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s.append(TString("vec4 tan(vec4 angle);"));
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s.append(TString("float asin(float x);"));
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s.append(TString("vec2 asin(vec2 x);"));
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s.append(TString("vec3 asin(vec3 x);"));
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s.append(TString("vec4 asin(vec4 x);"));
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s.append(TString("float acos(float x);"));
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s.append(TString("vec2 acos(vec2 x);"));
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s.append(TString("vec3 acos(vec3 x);"));
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s.append(TString("vec4 acos(vec4 x);"));
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s.append(TString("float atan(float y, float x);"));
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s.append(TString("vec2 atan(vec2 y, vec2 x);"));
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s.append(TString("vec3 atan(vec3 y, vec3 x);"));
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s.append(TString("vec4 atan(vec4 y, vec4 x);"));
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s.append(TString("float atan(float y_over_x);"));
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s.append(TString("vec2 atan(vec2 y_over_x);"));
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s.append(TString("vec3 atan(vec3 y_over_x);"));
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s.append(TString("vec4 atan(vec4 y_over_x);"));
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//
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// Exponential Functions.
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//
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s.append(TString("float pow(float x, float y);"));
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s.append(TString("vec2 pow(vec2 x, vec2 y);"));
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s.append(TString("vec3 pow(vec3 x, vec3 y);"));
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s.append(TString("vec4 pow(vec4 x, vec4 y);"));
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s.append(TString("float exp(float x);"));
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s.append(TString("vec2 exp(vec2 x);"));
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s.append(TString("vec3 exp(vec3 x);"));
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s.append(TString("vec4 exp(vec4 x);"));
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s.append(TString("float log(float x);"));
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s.append(TString("vec2 log(vec2 x);"));
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s.append(TString("vec3 log(vec3 x);"));
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s.append(TString("vec4 log(vec4 x);"));
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s.append(TString("float exp2(float x);"));
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s.append(TString("vec2 exp2(vec2 x);"));
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s.append(TString("vec3 exp2(vec3 x);"));
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s.append(TString("vec4 exp2(vec4 x);"));
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s.append(TString("float log2(float x);"));
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s.append(TString("vec2 log2(vec2 x);"));
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s.append(TString("vec3 log2(vec3 x);"));
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s.append(TString("vec4 log2(vec4 x);"));
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s.append(TString("float sqrt(float x);"));
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s.append(TString("vec2 sqrt(vec2 x);"));
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s.append(TString("vec3 sqrt(vec3 x);"));
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s.append(TString("vec4 sqrt(vec4 x);"));
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s.append(TString("float inversesqrt(float x);"));
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s.append(TString("vec2 inversesqrt(vec2 x);"));
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s.append(TString("vec3 inversesqrt(vec3 x);"));
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s.append(TString("vec4 inversesqrt(vec4 x);"));
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//
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// Common Functions.
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//
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s.append(TString("float abs(float x);"));
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s.append(TString("vec2 abs(vec2 x);"));
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s.append(TString("vec3 abs(vec3 x);"));
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s.append(TString("vec4 abs(vec4 x);"));
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s.append(TString("float sign(float x);"));
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s.append(TString("vec2 sign(vec2 x);"));
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s.append(TString("vec3 sign(vec3 x);"));
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s.append(TString("vec4 sign(vec4 x);"));
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s.append(TString("float floor(float x);"));
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s.append(TString("vec2 floor(vec2 x);"));
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s.append(TString("vec3 floor(vec3 x);"));
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s.append(TString("vec4 floor(vec4 x);"));
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s.append(TString("float ceil(float x);"));
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s.append(TString("vec2 ceil(vec2 x);"));
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s.append(TString("vec3 ceil(vec3 x);"));
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s.append(TString("vec4 ceil(vec4 x);"));
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s.append(TString("float fract(float x);"));
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s.append(TString("vec2 fract(vec2 x);"));
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s.append(TString("vec3 fract(vec3 x);"));
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s.append(TString("vec4 fract(vec4 x);"));
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s.append(TString("float mod(float x, float y);"));
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s.append(TString("vec2 mod(vec2 x, float y);"));
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s.append(TString("vec3 mod(vec3 x, float y);"));
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s.append(TString("vec4 mod(vec4 x, float y);"));
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s.append(TString("vec2 mod(vec2 x, vec2 y);"));
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s.append(TString("vec3 mod(vec3 x, vec3 y);"));
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s.append(TString("vec4 mod(vec4 x, vec4 y);"));
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s.append(TString("float min(float x, float y);"));
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s.append(TString("vec2 min(vec2 x, float y);"));
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s.append(TString("vec3 min(vec3 x, float y);"));
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s.append(TString("vec4 min(vec4 x, float y);"));
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s.append(TString("vec2 min(vec2 x, vec2 y);"));
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s.append(TString("vec3 min(vec3 x, vec3 y);"));
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s.append(TString("vec4 min(vec4 x, vec4 y);"));
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s.append(TString("float max(float x, float y);"));
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s.append(TString("vec2 max(vec2 x, float y);"));
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s.append(TString("vec3 max(vec3 x, float y);"));
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s.append(TString("vec4 max(vec4 x, float y);"));
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s.append(TString("vec2 max(vec2 x, vec2 y);"));
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s.append(TString("vec3 max(vec3 x, vec3 y);"));
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s.append(TString("vec4 max(vec4 x, vec4 y);"));
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s.append(TString("float clamp(float x, float minVal, float maxVal);"));
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s.append(TString("vec2 clamp(vec2 x, float minVal, float maxVal);"));
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s.append(TString("vec3 clamp(vec3 x, float minVal, float maxVal);"));
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s.append(TString("vec4 clamp(vec4 x, float minVal, float maxVal);"));
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s.append(TString("vec2 clamp(vec2 x, vec2 minVal, vec2 maxVal);"));
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s.append(TString("vec3 clamp(vec3 x, vec3 minVal, vec3 maxVal);"));
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s.append(TString("vec4 clamp(vec4 x, vec4 minVal, vec4 maxVal);"));
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s.append(TString("float mix(float x, float y, float a);"));
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s.append(TString("vec2 mix(vec2 x, vec2 y, float a);"));
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s.append(TString("vec3 mix(vec3 x, vec3 y, float a);"));
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s.append(TString("vec4 mix(vec4 x, vec4 y, float a);"));
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s.append(TString("vec2 mix(vec2 x, vec2 y, vec2 a);"));
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s.append(TString("vec3 mix(vec3 x, vec3 y, vec3 a);"));
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s.append(TString("vec4 mix(vec4 x, vec4 y, vec4 a);"));
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s.append(TString("float step(float edge, float x);"));
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s.append(TString("vec2 step(vec2 edge, vec2 x);"));
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s.append(TString("vec3 step(vec3 edge, vec3 x);"));
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s.append(TString("vec4 step(vec4 edge, vec4 x);"));
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s.append(TString("vec2 step(float edge, vec2 x);"));
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s.append(TString("vec3 step(float edge, vec3 x);"));
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s.append(TString("vec4 step(float edge, vec4 x);"));
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s.append(TString("float smoothstep(float edge0, float edge1, float x);"));
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s.append(TString("vec2 smoothstep(vec2 edge0, vec2 edge1, vec2 x);"));
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s.append(TString("vec3 smoothstep(vec3 edge0, vec3 edge1, vec3 x);"));
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s.append(TString("vec4 smoothstep(vec4 edge0, vec4 edge1, vec4 x);"));
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s.append(TString("vec2 smoothstep(float edge0, float edge1, vec2 x);"));
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s.append(TString("vec3 smoothstep(float edge0, float edge1, vec3 x);"));
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s.append(TString("vec4 smoothstep(float edge0, float edge1, vec4 x);"));
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//
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// Geometric Functions.
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//
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s.append(TString("float length(float x);"));
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s.append(TString("float length(vec2 x);"));
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s.append(TString("float length(vec3 x);"));
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s.append(TString("float length(vec4 x);"));
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s.append(TString("float distance(float p0, float p1);"));
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s.append(TString("float distance(vec2 p0, vec2 p1);"));
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s.append(TString("float distance(vec3 p0, vec3 p1);"));
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s.append(TString("float distance(vec4 p0, vec4 p1);"));
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s.append(TString("float dot(float x, float y);"));
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s.append(TString("float dot(vec2 x, vec2 y);"));
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s.append(TString("float dot(vec3 x, vec3 y);"));
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s.append(TString("float dot(vec4 x, vec4 y);"));
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s.append(TString("vec3 cross(vec3 x, vec3 y);"));
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s.append(TString("float normalize(float x);"));
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s.append(TString("vec2 normalize(vec2 x);"));
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s.append(TString("vec3 normalize(vec3 x);"));
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s.append(TString("vec4 normalize(vec4 x);"));
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s.append(TString("float faceforward(float N, float I, float Nref);"));
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s.append(TString("vec2 faceforward(vec2 N, vec2 I, vec2 Nref);"));
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s.append(TString("vec3 faceforward(vec3 N, vec3 I, vec3 Nref);"));
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s.append(TString("vec4 faceforward(vec4 N, vec4 I, vec4 Nref);"));
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s.append(TString("float reflect(float I, float N);"));
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s.append(TString("vec2 reflect(vec2 I, vec2 N);"));
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s.append(TString("vec3 reflect(vec3 I, vec3 N);"));
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s.append(TString("vec4 reflect(vec4 I, vec4 N);"));
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s.append(TString("float refract(float I, float N, float eta);"));
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s.append(TString("vec2 refract(vec2 I, vec2 N, float eta);"));
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s.append(TString("vec3 refract(vec3 I, vec3 N, float eta);"));
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s.append(TString("vec4 refract(vec4 I, vec4 N, float eta);"));
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//
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// Matrix Functions.
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//
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s.append(TString("mat2 matrixCompMult(mat2 x, mat2 y);"));
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s.append(TString("mat3 matrixCompMult(mat3 x, mat3 y);"));
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s.append(TString("mat4 matrixCompMult(mat4 x, mat4 y);"));
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//
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// Vector relational functions.
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//
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s.append(TString("bvec2 lessThan(vec2 x, vec2 y);"));
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s.append(TString("bvec3 lessThan(vec3 x, vec3 y);"));
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s.append(TString("bvec4 lessThan(vec4 x, vec4 y);"));
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s.append(TString("bvec2 lessThan(ivec2 x, ivec2 y);"));
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s.append(TString("bvec3 lessThan(ivec3 x, ivec3 y);"));
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s.append(TString("bvec4 lessThan(ivec4 x, ivec4 y);"));
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s.append(TString("bvec2 lessThanEqual(vec2 x, vec2 y);"));
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s.append(TString("bvec3 lessThanEqual(vec3 x, vec3 y);"));
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s.append(TString("bvec4 lessThanEqual(vec4 x, vec4 y);"));
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s.append(TString("bvec2 lessThanEqual(ivec2 x, ivec2 y);"));
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s.append(TString("bvec3 lessThanEqual(ivec3 x, ivec3 y);"));
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s.append(TString("bvec4 lessThanEqual(ivec4 x, ivec4 y);"));
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s.append(TString("bvec2 greaterThan(vec2 x, vec2 y);"));
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s.append(TString("bvec3 greaterThan(vec3 x, vec3 y);"));
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s.append(TString("bvec4 greaterThan(vec4 x, vec4 y);"));
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s.append(TString("bvec2 greaterThan(ivec2 x, ivec2 y);"));
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s.append(TString("bvec3 greaterThan(ivec3 x, ivec3 y);"));
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s.append(TString("bvec4 greaterThan(ivec4 x, ivec4 y);"));
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s.append(TString("bvec2 greaterThanEqual(vec2 x, vec2 y);"));
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s.append(TString("bvec3 greaterThanEqual(vec3 x, vec3 y);"));
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s.append(TString("bvec4 greaterThanEqual(vec4 x, vec4 y);"));
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s.append(TString("bvec2 greaterThanEqual(ivec2 x, ivec2 y);"));
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s.append(TString("bvec3 greaterThanEqual(ivec3 x, ivec3 y);"));
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s.append(TString("bvec4 greaterThanEqual(ivec4 x, ivec4 y);"));
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s.append(TString("bvec2 equal(vec2 x, vec2 y);"));
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s.append(TString("bvec3 equal(vec3 x, vec3 y);"));
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s.append(TString("bvec4 equal(vec4 x, vec4 y);"));
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s.append(TString("bvec2 equal(ivec2 x, ivec2 y);"));
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s.append(TString("bvec3 equal(ivec3 x, ivec3 y);"));
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s.append(TString("bvec4 equal(ivec4 x, ivec4 y);"));
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s.append(TString("bvec2 equal(bvec2 x, bvec2 y);"));
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s.append(TString("bvec3 equal(bvec3 x, bvec3 y);"));
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s.append(TString("bvec4 equal(bvec4 x, bvec4 y);"));
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s.append(TString("bvec2 notEqual(vec2 x, vec2 y);"));
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s.append(TString("bvec3 notEqual(vec3 x, vec3 y);"));
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s.append(TString("bvec4 notEqual(vec4 x, vec4 y);"));
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s.append(TString("bvec2 notEqual(ivec2 x, ivec2 y);"));
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s.append(TString("bvec3 notEqual(ivec3 x, ivec3 y);"));
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s.append(TString("bvec4 notEqual(ivec4 x, ivec4 y);"));
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s.append(TString("bvec2 notEqual(bvec2 x, bvec2 y);"));
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s.append(TString("bvec3 notEqual(bvec3 x, bvec3 y);"));
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s.append(TString("bvec4 notEqual(bvec4 x, bvec4 y);"));
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s.append(TString("bool any(bvec2 x);"));
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s.append(TString("bool any(bvec3 x);"));
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s.append(TString("bool any(bvec4 x);"));
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s.append(TString("bool all(bvec2 x);"));
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s.append(TString("bool all(bvec3 x);"));
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s.append(TString("bool all(bvec4 x);"));
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s.append(TString("bvec2 not(bvec2 x);"));
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s.append(TString("bvec3 not(bvec3 x);"));
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s.append(TString("bvec4 not(bvec4 x);"));
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//
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// Texture Functions.
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//
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s.append(TString("vec4 texture1D(sampler1D sampler, float coord);"));
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s.append(TString("vec4 texture1DProj(sampler1D sampler, vec2 coord);"));
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s.append(TString("vec4 texture1DProj(sampler1D sampler, vec4 coord);"));
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s.append(TString("vec4 texture2D(sampler2D sampler, vec2 coord);"));
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s.append(TString("vec4 texture2DProj(sampler2D sampler, vec3 coord);"));
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s.append(TString("vec4 texture2DProj(sampler2D sampler, vec4 coord);"));
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s.append(TString("vec4 texture3D(sampler3D sampler, vec3 coord);"));
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s.append(TString("vec4 texture3DProj(sampler3D sampler, vec4 coord);"));
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s.append(TString("vec4 textureCube(samplerCube sampler, vec3 coord);"));
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s.append(TString("vec4 shadow1D(sampler1DShadow sampler, vec3 coord);"));
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s.append(TString("vec4 shadow2D(sampler2DShadow sampler, vec3 coord);"));
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s.append(TString("vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord);"));
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s.append(TString("vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord);"));
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// ARB_texture_rectangle
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s.append(TString("vec4 texture2DRect(sampler2DRect sampler, vec2 coord);"));
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s.append(TString("vec4 texture2DRectProj(sampler2DRect sampler, vec3 coord);"));
|
|
s.append(TString("vec4 texture2DRectProj(sampler2DRect sampler, vec4 coord);"));
|
|
s.append(TString("vec4 shadow2DRect(sampler2DRectShadow sampler, vec3 coord);"));
|
|
s.append(TString("vec4 shadow2DRectProj(sampler2DRectShadow sampler, vec4 coord);"));
|
|
|
|
//
|
|
// Noise functions.
|
|
//
|
|
s.append(TString("float noise1(float x);"));
|
|
s.append(TString("float noise1(vec2 x);"));
|
|
s.append(TString("float noise1(vec3 x);"));
|
|
s.append(TString("float noise1(vec4 x);"));
|
|
|
|
s.append(TString("vec2 noise2(float x);"));
|
|
s.append(TString("vec2 noise2(vec2 x);"));
|
|
s.append(TString("vec2 noise2(vec3 x);"));
|
|
s.append(TString("vec2 noise2(vec4 x);"));
|
|
|
|
s.append(TString("vec3 noise3(float x);"));
|
|
s.append(TString("vec3 noise3(vec2 x);"));
|
|
s.append(TString("vec3 noise3(vec3 x);"));
|
|
s.append(TString("vec3 noise3(vec4 x);"));
|
|
|
|
s.append(TString("vec4 noise4(float x);"));
|
|
s.append(TString("vec4 noise4(vec2 x);"));
|
|
s.append(TString("vec4 noise4(vec3 x);"));
|
|
s.append(TString("vec4 noise4(vec4 x);"));
|
|
|
|
s.append(TString("\n"));
|
|
}
|
|
{
|
|
//============================================================================
|
|
//
|
|
// Prototypes for built-in functions seen by vertex shaders only.
|
|
//
|
|
//============================================================================
|
|
|
|
TString& s = BuiltInFunctionsVertex;
|
|
|
|
//
|
|
// Geometric Functions.
|
|
//
|
|
s.append(TString("vec4 ftransform();"));
|
|
|
|
//
|
|
// Texture Functions.
|
|
//
|
|
s.append(TString("vec4 texture1DLod(sampler1D sampler, float coord, float lod);"));
|
|
s.append(TString("vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod);"));
|
|
s.append(TString("vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod);"));
|
|
|
|
s.append(TString("vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod);"));
|
|
s.append(TString("vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);"));
|
|
s.append(TString("vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);"));
|
|
|
|
s.append(TString("vec4 texture3DLod(sampler3D sampler, vec3 coord, float lod);"));
|
|
s.append(TString("vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);"));
|
|
s.append(TString("vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod);"));
|
|
|
|
s.append(TString("vec4 shadow1DLod(sampler1DShadow sampler, vec3 coord, float lod);"));
|
|
s.append(TString("vec4 shadow2DLod(sampler2DShadow sampler, vec3 coord, float lod);"));
|
|
s.append(TString("vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod);"));
|
|
s.append(TString("vec4 shadow2DProjLod(sampler2DShadow sampler, vec4 coord, float lod);"));
|
|
|
|
s.append(TString("\n"));
|
|
}
|
|
{
|
|
//============================================================================
|
|
//
|
|
// Prototypes for built-in functions seen by fragment shaders only.
|
|
//
|
|
//============================================================================
|
|
|
|
TString& s = BuiltInFunctionsFragment;
|
|
|
|
//
|
|
// Texture Functions.
|
|
//
|
|
s.append(TString("vec4 texture1D(sampler1D sampler, float coord, float bias);"));
|
|
s.append(TString("vec4 texture1DProj(sampler1D sampler, vec2 coord, float bias);"));
|
|
s.append(TString("vec4 texture1DProj(sampler1D sampler, vec4 coord, float bias);"));
|
|
|
|
s.append(TString("vec4 texture2D(sampler2D sampler, vec2 coord, float bias);"));
|
|
s.append(TString("vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias);"));
|
|
s.append(TString("vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias);"));
|
|
|
|
s.append(TString("vec4 texture3D(sampler3D sampler, vec3 coord, float bias);"));
|
|
s.append(TString("vec4 texture3DProj(sampler3D sampler, vec4 coord, float bias);"));
|
|
s.append(TString("vec4 textureCube(samplerCube sampler, vec3 coord, float bias);"));
|
|
|
|
s.append(TString("vec4 shadow1D(sampler1DShadow sampler, vec3 coord, float bias);"));
|
|
s.append(TString("vec4 shadow2D(sampler2DShadow sampler, vec3 coord, float bias);"));
|
|
s.append(TString("vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord, float bias);"));
|
|
s.append(TString("vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord, float bias);"));
|
|
|
|
s.append(TString("float dFdx(float p);"));
|
|
s.append(TString("vec2 dFdx(vec2 p);"));
|
|
s.append(TString("vec3 dFdx(vec3 p);"));
|
|
s.append(TString("vec4 dFdx(vec4 p);"));
|
|
|
|
s.append(TString("float dFdy(float p);"));
|
|
s.append(TString("vec2 dFdy(vec2 p);"));
|
|
s.append(TString("vec3 dFdy(vec3 p);"));
|
|
s.append(TString("vec4 dFdy(vec4 p);"));
|
|
|
|
s.append(TString("float fwidth(float p);"));
|
|
s.append(TString("vec2 fwidth(vec2 p);"));
|
|
s.append(TString("vec3 fwidth(vec3 p);"));
|
|
s.append(TString("vec4 fwidth(vec4 p);"));
|
|
|
|
s.append(TString("\n"));
|
|
}
|
|
{
|
|
//============================================================================
|
|
//
|
|
// Standard Uniforms
|
|
//
|
|
//============================================================================
|
|
|
|
TString& s = StandardUniforms;
|
|
|
|
|
|
//
|
|
// OpenGL'uniform' state. Page numbers are in reference to version
|
|
// 1.4 of the OpenGL specification.
|
|
//
|
|
|
|
//
|
|
// Matrix state. p. 31, 32, 37, 39, 40.
|
|
//
|
|
s.append(TString("uniform mat4 gl_ModelViewMatrix;"));
|
|
s.append(TString("uniform mat4 gl_ProjectionMatrix;"));
|
|
s.append(TString("uniform mat4 gl_ModelViewProjectionMatrix;"));
|
|
|
|
//
|
|
// Derived matrix state that provides inverse and transposed versions
|
|
// of the matrices above.
|
|
//
|
|
s.append(TString("uniform mat3 gl_NormalMatrix;"));
|
|
|
|
s.append(TString("uniform mat4 gl_ModelViewMatrixInverse;"));
|
|
s.append(TString("uniform mat4 gl_ProjectionMatrixInverse;"));
|
|
s.append(TString("uniform mat4 gl_ModelViewProjectionMatrixInverse;"));
|
|
|
|
s.append(TString("uniform mat4 gl_ModelViewMatrixTranspose;"));
|
|
s.append(TString("uniform mat4 gl_ProjectionMatrixTranspose;"));
|
|
s.append(TString("uniform mat4 gl_ModelViewProjectionMatrixTranspose;"));
|
|
|
|
s.append(TString("uniform mat4 gl_ModelViewMatrixInverseTranspose;"));
|
|
s.append(TString("uniform mat4 gl_ProjectionMatrixInverseTranspose;"));
|
|
s.append(TString("uniform mat4 gl_ModelViewProjectionMatrixInverseTranspose;"));
|
|
|
|
//
|
|
// Normal scaling p. 39.
|
|
//
|
|
s.append(TString("uniform float gl_NormalScale;"));
|
|
|
|
//
|
|
// Depth range in window coordinates, p. 33
|
|
//
|
|
s.append(TString("struct gl_DepthRangeParameters {"));
|
|
s.append(TString(" float near;")); // n
|
|
s.append(TString(" float far;")); // f
|
|
s.append(TString(" float diff;")); // f - n
|
|
s.append(TString("};"));
|
|
s.append(TString("uniform gl_DepthRangeParameters gl_DepthRange;"));
|
|
|
|
|
|
//
|
|
// Point Size, p. 66, 67.
|
|
//
|
|
s.append(TString("struct gl_PointParameters {"));
|
|
s.append(TString(" float size;"));
|
|
s.append(TString(" float sizeMin;"));
|
|
s.append(TString(" float sizeMax;"));
|
|
s.append(TString(" float fadeThresholdSize;"));
|
|
s.append(TString(" float distanceConstantAttenuation;"));
|
|
s.append(TString(" float distanceLinearAttenuation;"));
|
|
s.append(TString(" float distanceQuadraticAttenuation;"));
|
|
s.append(TString("};"));
|
|
|
|
s.append(TString("uniform gl_PointParameters gl_Point;"));
|
|
|
|
//
|
|
// Material State p. 50, 55.
|
|
//
|
|
s.append(TString("struct gl_MaterialParameters {"));
|
|
s.append(TString(" vec4 emission;")); // Ecm
|
|
s.append(TString(" vec4 ambient;")); // Acm
|
|
s.append(TString(" vec4 diffuse;")); // Dcm
|
|
s.append(TString(" vec4 specular;")); // Scm
|
|
s.append(TString(" float shininess;")); // Srm
|
|
s.append(TString("};"));
|
|
s.append(TString("uniform gl_MaterialParameters gl_FrontMaterial;"));
|
|
s.append(TString("uniform gl_MaterialParameters gl_BackMaterial;"));
|
|
|
|
//
|
|
// Light State p 50, 53, 55.
|
|
//
|
|
|
|
s.append(TString("struct gl_LightSourceParameters {"));
|
|
s.append(TString(" vec4 ambient;")); // Acli
|
|
s.append(TString(" vec4 diffuse;")); // Dcli
|
|
s.append(TString(" vec4 specular;")); // Scli
|
|
s.append(TString(" vec4 position;")); // Ppli
|
|
s.append(TString(" vec4 halfVector;")); // Derived: Hi
|
|
s.append(TString(" vec3 spotDirection;")); // Sdli
|
|
s.append(TString(" float spotExponent;")); // Srli
|
|
s.append(TString(" float spotCutoff;")); // Crli
|
|
// (range: [0.0,90.0], 180.0)
|
|
s.append(TString(" float spotCosCutoff;")); // Derived: cos(Crli)
|
|
// (range: [1.0,0.0],-1.0)
|
|
s.append(TString(" float constantAttenuation;")); // K0
|
|
s.append(TString(" float linearAttenuation;")); // K1
|
|
s.append(TString(" float quadraticAttenuation;"));// K2
|
|
s.append(TString("};"));
|
|
|
|
|
|
s.append(TString("struct gl_LightModelParameters {"));
|
|
s.append(TString(" vec4 ambient;")); // Acs
|
|
s.append(TString("};"));
|
|
|
|
s.append(TString("uniform gl_LightModelParameters gl_LightModel;"));
|
|
|
|
//
|
|
// Derived state from products of light and material.
|
|
//
|
|
|
|
s.append(TString("struct gl_LightModelProducts {"));
|
|
s.append(TString(" vec4 sceneColor;")); // Derived. Ecm + Acm * Acs
|
|
s.append(TString("};"));
|
|
|
|
s.append(TString("uniform gl_LightModelProducts gl_FrontLightModelProduct;"));
|
|
s.append(TString("uniform gl_LightModelProducts gl_BackLightModelProduct;"));
|
|
|
|
s.append(TString("struct gl_LightProducts {"));
|
|
s.append(TString(" vec4 ambient;")); // Acm * Acli
|
|
s.append(TString(" vec4 diffuse;")); // Dcm * Dcli
|
|
s.append(TString(" vec4 specular;")); // Scm * Scli
|
|
s.append(TString("};"));
|
|
|
|
|
|
|
|
|
|
//
|
|
// Fog p. 161
|
|
//
|
|
s.append(TString("struct gl_FogParameters {"));
|
|
s.append(TString(" vec4 color;"));
|
|
s.append(TString(" float density;"));
|
|
s.append(TString(" float start;"));
|
|
s.append(TString(" float end;"));
|
|
s.append(TString(" float scale;")); // 1 / (gl_FogEnd - gl_FogStart)
|
|
s.append(TString("};"));
|
|
|
|
s.append(TString("uniform gl_FogParameters gl_Fog;"));
|
|
|
|
s.append(TString("\n"));
|
|
}
|
|
{
|
|
//============================================================================
|
|
//
|
|
// Vertex attributes, p. 19.
|
|
//
|
|
//============================================================================
|
|
|
|
TString& s = StandardVertexAttributes;
|
|
|
|
s.append(TString("attribute vec4 gl_Color;"));
|
|
s.append(TString("attribute vec4 gl_SecondaryColor;"));
|
|
s.append(TString("attribute vec3 gl_Normal;"));
|
|
s.append(TString("attribute vec4 gl_Vertex;"));
|
|
s.append(TString("attribute vec4 gl_MultiTexCoord0;"));
|
|
s.append(TString("attribute vec4 gl_MultiTexCoord1;"));
|
|
s.append(TString("attribute vec4 gl_MultiTexCoord2;"));
|
|
s.append(TString("attribute vec4 gl_MultiTexCoord3;"));
|
|
s.append(TString("attribute vec4 gl_MultiTexCoord4;"));
|
|
s.append(TString("attribute vec4 gl_MultiTexCoord5;"));
|
|
s.append(TString("attribute vec4 gl_MultiTexCoord6;"));
|
|
s.append(TString("attribute vec4 gl_MultiTexCoord7;"));
|
|
s.append(TString("attribute float gl_FogCoord;"));
|
|
|
|
s.append(TString("\n"));
|
|
}
|
|
{
|
|
//============================================================================
|
|
//
|
|
// Define the output varying interface from the vertex shader.
|
|
//
|
|
//============================================================================
|
|
|
|
TString& s = StandardVertexVaryings;
|
|
|
|
s.append(TString("varying vec4 gl_FrontColor;"));
|
|
s.append(TString("varying vec4 gl_BackColor;"));
|
|
s.append(TString("varying vec4 gl_FrontSecondaryColor;"));
|
|
s.append(TString("varying vec4 gl_BackSecondaryColor;"));
|
|
s.append(TString("varying vec4 gl_TexCoord[];"));
|
|
s.append(TString("varying float gl_FogFragCoord;"));
|
|
|
|
s.append(TString("\n"));
|
|
}
|
|
{
|
|
//============================================================================
|
|
//
|
|
// Define the input varying interface to the fragment shader.
|
|
//
|
|
//============================================================================
|
|
|
|
TString& s = StandardFragmentVaryings;
|
|
|
|
s.append(TString("varying vec4 gl_Color;"));
|
|
s.append(TString("varying vec4 gl_SecondaryColor;"));
|
|
s.append(TString("varying vec4 gl_TexCoord[];"));
|
|
s.append(TString("varying float gl_FogFragCoord;"));
|
|
|
|
s.append(TString("\n"));
|
|
}
|
|
|
|
builtInStrings[EShLangFragment].push_back(BuiltInFunctions.c_str());
|
|
builtInStrings[EShLangFragment].push_back(BuiltInFunctionsFragment);
|
|
builtInStrings[EShLangFragment].push_back(StandardUniforms);
|
|
builtInStrings[EShLangFragment].push_back(StandardFragmentVaryings);
|
|
|
|
builtInStrings[EShLangVertex].push_back(BuiltInFunctions);
|
|
builtInStrings[EShLangVertex].push_back(BuiltInFunctionsVertex);
|
|
builtInStrings[EShLangVertex].push_back(StandardVertexVaryings);
|
|
builtInStrings[EShLangVertex].push_back(StandardVertexAttributes);
|
|
builtInStrings[EShLangVertex].push_back(StandardUniforms);
|
|
}
|
|
|
|
|
|
void TBuiltIns::initialize(const TBuiltInResource &resources)
|
|
{
|
|
//
|
|
// Initialize all the built-in strings for parsing.
|
|
//
|
|
TString StandardUniforms;
|
|
|
|
{
|
|
//============================================================================
|
|
//
|
|
// Standard Uniforms
|
|
//
|
|
//============================================================================
|
|
|
|
TString& s = StandardUniforms;
|
|
|
|
//
|
|
// Implementation dependent constants. The example values below
|
|
// are the minimum values allowed for these maximums.
|
|
//
|
|
const int maxSize = 80;
|
|
char builtInConstant[maxSize];
|
|
sprintf_s(builtInConstant, maxSize, "const int gl_MaxLights = %d;", resources.maxLights); // GL 1.0
|
|
s.append(TString(builtInConstant));
|
|
|
|
sprintf_s(builtInConstant, maxSize, "const int gl_MaxClipPlanes = %d;", resources.maxClipPlanes); // GL 1.0
|
|
s.append(TString(builtInConstant));
|
|
|
|
sprintf_s(builtInConstant, maxSize, "const int gl_MaxTextureUnits = %d;", resources.maxTextureUnits); // GL 1.2
|
|
s.append(TString(builtInConstant));
|
|
|
|
sprintf_s(builtInConstant, maxSize, "const int gl_MaxTextureCoords = %d;", resources.maxTextureCoords); // ARB_fragment_program
|
|
s.append(TString(builtInConstant));
|
|
|
|
sprintf_s(builtInConstant, maxSize, "const int gl_MaxVertexAttribs = %d;", resources.maxVertexAttribs); // ARB_vertex_shader
|
|
s.append(TString(builtInConstant));
|
|
|
|
sprintf_s(builtInConstant, maxSize, "const int gl_MaxVertexUniformComponents = %d;", resources.maxVertexUniformComponents); // ARB_vertex_shader
|
|
s.append(TString(builtInConstant));
|
|
|
|
sprintf_s(builtInConstant, maxSize, "const int gl_MaxVaryingFloats = %d;", resources.maxVaryingFloats); // ARB_vertex_shader
|
|
s.append(TString(builtInConstant));
|
|
|
|
sprintf_s(builtInConstant, maxSize, "const int gl_MaxVertexTextureImageUnits = %d;", resources.maxVertexTextureImageUnits); // ARB_vertex_shader
|
|
s.append(TString(builtInConstant));
|
|
|
|
sprintf_s(builtInConstant, maxSize, "const int gl_MaxCombinedTextureImageUnits = %d;", resources.maxCombinedTextureImageUnits); // ARB_vertex_shader
|
|
s.append(TString(builtInConstant));
|
|
|
|
sprintf_s(builtInConstant, maxSize, "const int gl_MaxTextureImageUnits = %d;", resources.maxTextureImageUnits); // ARB_fragment_shader
|
|
s.append(TString(builtInConstant));
|
|
|
|
sprintf_s(builtInConstant, maxSize, "const int gl_MaxFragmentUniformComponents = %d;", resources.maxFragmentUniformComponents); // ARB_fragment_shader
|
|
s.append(TString(builtInConstant));
|
|
|
|
sprintf_s(builtInConstant, maxSize, "const int gl_MaxDrawBuffers = %d;", resources.maxDrawBuffers); // proposed ARB_draw_buffers
|
|
s.append(TString(builtInConstant));
|
|
|
|
//
|
|
// OpenGL'uniform' state. Page numbers are in reference to version
|
|
// 1.4 of the OpenGL specification.
|
|
//
|
|
|
|
//
|
|
// Matrix state. p. 31, 32, 37, 39, 40.
|
|
//
|
|
s.append(TString("uniform mat4 gl_TextureMatrix[gl_MaxTextureCoords];"));
|
|
|
|
//
|
|
// Derived matrix state that provides inverse and transposed versions
|
|
// of the matrices above.
|
|
//
|
|
s.append(TString("uniform mat4 gl_TextureMatrixInverse[gl_MaxTextureCoords];"));
|
|
|
|
s.append(TString("uniform mat4 gl_TextureMatrixTranspose[gl_MaxTextureCoords];"));
|
|
|
|
s.append(TString("uniform mat4 gl_TextureMatrixInverseTranspose[gl_MaxTextureCoords];"));
|
|
|
|
//
|
|
// Clip planes p. 42.
|
|
//
|
|
s.append(TString("uniform vec4 gl_ClipPlane[gl_MaxClipPlanes];"));
|
|
|
|
//
|
|
// Light State p 50, 53, 55.
|
|
//
|
|
s.append(TString("uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights];"));
|
|
|
|
//
|
|
// Derived state from products of light.
|
|
//
|
|
s.append(TString("uniform gl_LightProducts gl_FrontLightProduct[gl_MaxLights];"));
|
|
s.append(TString("uniform gl_LightProducts gl_BackLightProduct[gl_MaxLights];"));
|
|
|
|
//
|
|
// Textureg Environment and Generation, p. 152, p. 40-42.
|
|
//
|
|
s.append(TString("uniform vec4 gl_TextureEnvColor[gl_MaxTextureImageUnits];"));
|
|
s.append(TString("uniform vec4 gl_EyePlaneS[gl_MaxTextureCoords];"));
|
|
s.append(TString("uniform vec4 gl_EyePlaneT[gl_MaxTextureCoords];"));
|
|
s.append(TString("uniform vec4 gl_EyePlaneR[gl_MaxTextureCoords];"));
|
|
s.append(TString("uniform vec4 gl_EyePlaneQ[gl_MaxTextureCoords];"));
|
|
s.append(TString("uniform vec4 gl_ObjectPlaneS[gl_MaxTextureCoords];"));
|
|
s.append(TString("uniform vec4 gl_ObjectPlaneT[gl_MaxTextureCoords];"));
|
|
s.append(TString("uniform vec4 gl_ObjectPlaneR[gl_MaxTextureCoords];"));
|
|
s.append(TString("uniform vec4 gl_ObjectPlaneQ[gl_MaxTextureCoords];"));
|
|
|
|
s.append(TString("\n"));
|
|
}
|
|
|
|
builtInStrings[EShLangFragment].push_back(StandardUniforms);
|
|
builtInStrings[EShLangVertex].push_back(StandardUniforms);
|
|
}
|
|
|
|
void IdentifyBuiltIns(EShLanguage language, TSymbolTable& symbolTable)
|
|
{
|
|
//
|
|
// First, insert some special built-in variables that are not in
|
|
// the built-in header files.
|
|
//
|
|
switch(language) {
|
|
|
|
case EShLangFragment: {
|
|
symbolTable.insert(*new TVariable(NewPoolTString("gl_FrontFacing"), TType(EbtBool, EvqFace, 1)));
|
|
symbolTable.insert(*new TVariable(NewPoolTString("gl_FragCoord"), TType(EbtFloat, EvqFragCoord, 4)));
|
|
symbolTable.insert(*new TVariable(NewPoolTString("gl_FragColor"), TType(EbtFloat, EvqFragColor, 4)));
|
|
symbolTable.insert(*new TVariable(NewPoolTString("gl_FragDepth"), TType(EbtFloat, EvqFragDepth, 1)));
|
|
|
|
}
|
|
break;
|
|
|
|
case EShLangVertex:
|
|
symbolTable.insert(*new TVariable(NewPoolTString("gl_Position"), TType(EbtFloat, EvqPosition, 4)));
|
|
symbolTable.insert(*new TVariable(NewPoolTString("gl_PointSize"), TType(EbtFloat, EvqPointSize, 1)));
|
|
symbolTable.insert(*new TVariable(NewPoolTString("gl_ClipVertex"), TType(EbtFloat, EvqClipVertex, 4)));
|
|
break;
|
|
default: break;
|
|
}
|
|
|
|
//
|
|
// Next, identify which built-ins from the already loaded headers have
|
|
// a mapping to an operator. Those that are not identified as such are
|
|
// expected to be resolved through a library of functions, versus as
|
|
// operations.
|
|
//
|
|
symbolTable.relateToOperator("not", EOpVectorLogicalNot);
|
|
|
|
symbolTable.relateToOperator("matrixCompMult", EOpMul);
|
|
symbolTable.relateToOperator("mod", EOpMod);
|
|
|
|
symbolTable.relateToOperator("equal", EOpVectorEqual);
|
|
symbolTable.relateToOperator("notEqual", EOpVectorNotEqual);
|
|
symbolTable.relateToOperator("lessThan", EOpLessThan);
|
|
symbolTable.relateToOperator("greaterThan", EOpGreaterThan);
|
|
symbolTable.relateToOperator("lessThanEqual", EOpLessThanEqual);
|
|
symbolTable.relateToOperator("greaterThanEqual", EOpGreaterThanEqual);
|
|
|
|
symbolTable.relateToOperator("radians", EOpRadians);
|
|
symbolTable.relateToOperator("degrees", EOpDegrees);
|
|
symbolTable.relateToOperator("sin", EOpSin);
|
|
symbolTable.relateToOperator("cos", EOpCos);
|
|
symbolTable.relateToOperator("tan", EOpTan);
|
|
symbolTable.relateToOperator("asin", EOpAsin);
|
|
symbolTable.relateToOperator("acos", EOpAcos);
|
|
symbolTable.relateToOperator("atan", EOpAtan);
|
|
|
|
symbolTable.relateToOperator("pow", EOpPow);
|
|
symbolTable.relateToOperator("exp2", EOpExp2);
|
|
symbolTable.relateToOperator("log", EOpLog);
|
|
symbolTable.relateToOperator("exp", EOpExp);
|
|
symbolTable.relateToOperator("log2", EOpLog2);
|
|
symbolTable.relateToOperator("sqrt", EOpSqrt);
|
|
symbolTable.relateToOperator("inversesqrt", EOpInverseSqrt);
|
|
|
|
symbolTable.relateToOperator("abs", EOpAbs);
|
|
symbolTable.relateToOperator("sign", EOpSign);
|
|
symbolTable.relateToOperator("floor", EOpFloor);
|
|
symbolTable.relateToOperator("ceil", EOpCeil);
|
|
symbolTable.relateToOperator("fract", EOpFract);
|
|
symbolTable.relateToOperator("min", EOpMin);
|
|
symbolTable.relateToOperator("max", EOpMax);
|
|
symbolTable.relateToOperator("clamp", EOpClamp);
|
|
symbolTable.relateToOperator("mix", EOpMix);
|
|
symbolTable.relateToOperator("step", EOpStep);
|
|
symbolTable.relateToOperator("smoothstep", EOpSmoothStep);
|
|
|
|
symbolTable.relateToOperator("length", EOpLength);
|
|
symbolTable.relateToOperator("distance", EOpDistance);
|
|
symbolTable.relateToOperator("dot", EOpDot);
|
|
symbolTable.relateToOperator("cross", EOpCross);
|
|
symbolTable.relateToOperator("normalize", EOpNormalize);
|
|
symbolTable.relateToOperator("forward", EOpFaceForward);
|
|
symbolTable.relateToOperator("reflect", EOpReflect);
|
|
symbolTable.relateToOperator("refract", EOpRefract);
|
|
|
|
symbolTable.relateToOperator("any", EOpAny);
|
|
symbolTable.relateToOperator("all", EOpAll);
|
|
|
|
switch(language) {
|
|
|
|
case EShLangVertex:
|
|
break;
|
|
|
|
case EShLangFragment:
|
|
symbolTable.relateToOperator("dFdx", EOpDPdx);
|
|
symbolTable.relateToOperator("dFdy", EOpDPdy);
|
|
symbolTable.relateToOperator("fwidth", EOpFwidth);
|
|
|
|
break;
|
|
|
|
default: assert(false && "Language not supported");
|
|
}
|
|
}
|
|
|
|
void IdentifyBuiltIns(EShLanguage language, TSymbolTable& symbolTable, const TBuiltInResource &resources)
|
|
{
|
|
//
|
|
// First, insert some special built-in variables that are not in
|
|
// the built-in header files.
|
|
//
|
|
switch(language) {
|
|
|
|
case EShLangFragment: {
|
|
// Set up gl_FragData. The array size.
|
|
TType fragData(EbtFloat, EvqFragColor, 4, false, true);
|
|
fragData.setArraySize(resources.maxDrawBuffers);
|
|
symbolTable.insert(*new TVariable(NewPoolTString("gl_FragData"), fragData));
|
|
}
|
|
break;
|
|
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
char* GetPreprocessorBuiltinString()
|
|
{
|
|
static char *PreprocessorBuiltinString = "#define GL_ARB_texture_rectangle 1\n"
|
|
"#define GL_3DL_array_objects 1\n";
|
|
|
|
return PreprocessorBuiltinString;
|
|
}
|