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Cosmetic changes.
This commit is contained in:
parent
41eeae5fb1
commit
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4 changed files with 301 additions and 633 deletions
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@ -1,72 +1,14 @@
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//
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//
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// TODO:
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// - implement texture1D, texture2D, texture3D, textureCube,
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// - implement shadow1D, shadow2D,
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// - implement dFdx, dFdy,
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//
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//
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//
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//
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// From Shader Spec, ver. 1.10, rev. 59
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//
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// The output of the fragment shader is processed by the fixed function operations at the back end
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// of the OpenGL pipeline. Fragment shaders output values to the OpenGL pipeline using the built-in
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// variables gl_FragColor, gl_FragData and gl_FragDepth, unless the discard keyword is executed.
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//
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// These variables may be written more than once within a fragment shader. If so, the last value
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// assigned is the one used in the subsequent fixed function pipeline. The values written to these
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// variables may be read back after writing them. Reading from these variables before writing them
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// results in an undefined value. The fixed functionality computed depth for a fragment may be
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// obtained by reading gl_FragCoord.z, described below.
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//
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// Writing to gl_FragColor specifies the fragment color that will be used by the subsequent fixed
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// functionality pipeline. If subsequent fixed functionality consumes fragment color and an
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// execution of a fragment shader does not write a value to gl_FragColor then the fragment color
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// consumed is undefined.
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//
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// If the frame buffer is configured as a color index buffer then behavior is undefined when using
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// a fragment shader.
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//
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// Writing to gl_FragDepth will establish the depth value for the fragment being processed. If
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// depth buffering is enabled, and a shader does not write gl_FragDepth, then the fixed function
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// value for depth will be used as the fragment's depth value. If a shader statically assigns
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// a value to gl_FragDepth, and there is an execution path through the shader that does not set
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// gl_FragDepth, then the value of the fragment's depth may be undefined for executions of the
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// shader that take that path. That is, if a shader statically contains a write gl_FragDepth, then
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// it is responsible for always writing it.
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//
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// (A shader contains a static assignment to a variable x if, after pre-processing, the shader
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// contains statement that would write x, whether or not run-time flow of control will cause
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// that statement to be executed.)
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//
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// The variable gl_FragData is an array. Writing to gl_FragData[n] specifies the fragment data
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// that will be used by the subsequent fixed functionality pipeline for data n. If subsequent
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// fixed functionality consumes fragment data and an execution of a fragment shader does not
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// write a value to it, then the fragment data consumed is undefined.
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//
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// If a shader statically assigns a value to gl_FragColor, it may not assign a value to any element
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// of gl_FragData. If a shader statically writes a value to any element of gl_FragData, it may not
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// assign a value to gl_FragColor. That is, a shader may assign values to either gl_FragColor or
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// gl_FragData, but not both.
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//
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// If a shader executes the discard keyword, the fragment is discarded, and the values of
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// gl_FragDepth, gl_FragColor and gl_FragData become irrelevant.
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//
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// The variable gl_FragCoord is available as a read-only variable from within fragment shaders
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// and it holds the window relative coordinates x, y, z, and 1/w values for the fragment. This
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// value is the result of the fixed functionality that interpolates primitives after vertex
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// processing to generate fragments. The z component is the depth value that would be used for
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// the fragment's depth if a shader contained no writes to gl_FragDepth. This is useful for
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// invariance if a shader conditionally computes gl_FragDepth but otherwise wants the fixed
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// functionality fragment depth.
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//
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// The fragment shader has access to the read-only built-in variable gl_FrontFacing whose value
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// is true if the fragment belongs to a front-facing primitive. One use of this is to emulate
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// two-sided lighting by selecting one of two colors calculated by the vertex shader.
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//
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// The built-in variables that are accessible from a fragment shader are intrinsically given types
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// as follows:
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//
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__fixed_input vec4 gl_FragCoord;
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__fixed_input bool gl_FrontFacing;
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@ -74,292 +16,147 @@ __fixed_output vec4 gl_FragColor;
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__fixed_output vec4 gl_FragData[gl_MaxDrawBuffers];
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__fixed_output float gl_FragDepth;
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//
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// However, they do not behave like variables with no qualifier; their behavior is as described
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// above. These built-in variables have global scope.
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//
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//
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// Unlike user-defined varying variables, the built-in varying variables don't have a strict
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// one-to-one correspondence between the vertex language and the fragment language. Two sets are
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// provided, one for each language. Their relationship is described below.
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//
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// The following varying variables are available to read from in a fragment shader. The gl_Color
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// and gl_SecondaryColor names are the same names as attributes passed to the vertex shader.
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// However, there is no name conflict, because attributes are visible only in vertex shaders
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// and the following are only visible in a fragment shader.
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//
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varying vec4 gl_Color;
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varying vec4 gl_SecondaryColor;
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varying vec4 gl_TexCoord[]; // at most will be gl_MaxTextureCoords
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varying vec4 gl_TexCoord[gl_MaxTextureCoords];
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varying float gl_FogFragCoord;
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//
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// The values in gl_Color and gl_SecondaryColor will be derived automatically by the system from
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// gl_FrontColor, gl_BackColor, gl_FrontSecondaryColor, and gl_BackSecondaryColor based on which
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// face is visible. If fixed functionality is used for vertex processing, then gl_FogFragCoord will
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// either be the z-coordinate of the fragment in eye space, or the interpolation of the fog
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// coordinate, as described in section 3.10 of the OpenGL 1.4 Specification. The gl_TexCoord[]
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// values are the interpolated gl_TexCoord[] values from a vertex shader or the texture coordinates
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// of any fixed pipeline based vertex functionality.
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//
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// Indices to the fragment shader gl_TexCoord array are as described above in the vertex shader
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// text.
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//
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//
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// The OpenGL Shading Language defines an assortment of built-in convenience functions for scalar
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// and vector operations. Many of these built-in functions can be used in more than one type
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// of shader, but some are intended to provide a direct mapping to hardware and so are available
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// only for a specific type of shader.
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//
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// The built-in functions basically fall into three categories:
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//
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// * They expose some necessary hardware functionality in a convenient way such as accessing
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// a texture map. There is no way in the language for these functions to be emulated by a shader.
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//
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// * They represent a trivial operation (clamp, mix, etc.) that is very simple for the user
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// to write, but they are very common and may have direct hardware support. It is a very hard
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// problem for the compiler to map expressions to complex assembler instructions.
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//
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// * They represent an operation graphics hardware is likely to accelerate at some point. The
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// trigonometry functions fall into this category.
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//
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// Many of the functions are similar to the same named ones in common C libraries, but they support
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// vector input as well as the more traditional scalar input.
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//
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// Applications should be encouraged to use the built-in functions rather than do the equivalent
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// computations in their own shader code since the built-in functions are assumed to be optimal
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// (e.g., perhaps supported directly in hardware).
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//
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// User code can replace built-in functions with their own if they choose, by simply re-declaring
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// and defining the same name and argument list.
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//
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//
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//
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// 8.7 Texture Lookup Functions
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//
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// Texture lookup functions are available to both vertex and fragment shaders. However, level
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// of detail is not computed by fixed functionality for vertex shaders, so there are some
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// differences in operation between vertex and fragment texture lookups. The functions in the table
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// below provide access to textures through samplers, as set up through the OpenGL API. Texture
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// properties such as size, pixel format, number of dimensions, filtering method, number of mip-map
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// levels, depth comparison, and so on are also defined by OpenGL API calls. Such properties are
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// taken into account as the texture is accessed via the built-in functions defined below.
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//
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// If a non-shadow texture call is made to a sampler that represents a depth texture with depth
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// comparisons turned on, then results are undefined. If a shadow texture call is made to a sampler
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// that represents a depth texture with depth comparisions turned off, the results are undefined.
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// If a shadow texture call is made to a sampler that does not represent a depth texture, then
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// results are undefined.
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//
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// In all functions below, the bias parameter is optional for fragment shaders. The bias parameter
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// is not accepted in a vertex shader. For a fragment shader, if bias is present, it is added to
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// the calculated level of detail prior to performing the texture access operation. If the bias
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// parameter is not provided, then the implementation automatically selects level of detail:
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// For a texture that is not mip-mapped, the texture is used directly. If it is mip-mapped and
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// running in a fragment shader, the LOD computed by the implementation is used to do the texture
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// lookup. If it is mip-mapped and running on the vertex shader, then the base texture is used.
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//
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// The built-ins suffixed with "Lod" are allowed only in a vertex shader. For the "Lod" functions,
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// lod is directly used as the level of detail.
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//
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//
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//
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// Use the texture coordinate coord to do a texture lookup in the 1D texture currently bound
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// to sampler. For the projective ("Proj") versions, the texture coordinate coord.s is divided by
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// the last component of coord.
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//
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// XXX
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vec4 texture1D (sampler1D sampler, float coord, float bias) {
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vec4 texture1D (sampler1D sampler, float coord, float bias) {
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// XXX:
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return vec4 (0.0);
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}
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}
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vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias) {
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return texture1D (sampler, coord.s / coord.t, bias);
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}
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}
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vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias) {
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return texture1D (sampler, coord.s / coord.q, bias);
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}
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//
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// Use the texture coordinate coord to do a texture lookup in the 2D texture currently bound
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// to sampler. For the projective ("Proj") versions, the texture coordinate (coord.s, coord.t) is
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// divided by the last component of coord. The third component of coord is ignored for the vec4
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// coord variant.
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//
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// XXX
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vec4 texture2D (sampler2D sampler, vec2 coord, float bias) {
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vec4 texture2D (sampler2D sampler, vec2 coord, float bias) {
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// XXX:
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return vec4 (0.0);
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}
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vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias) {
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return texture2D (sampler, vec2 (coord.s / coord.p, coord.t / coord.p), bias);
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}
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vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias) {
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return texture2D (sampler, vec2 (coord.s / coord.q, coord.s / coord.q), bias);
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}
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vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias) {
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vec2 u;
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u.s = coord.s / coord.p;
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u.t = coord.t / coord.p;
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return texture2D (sampler, u, bias);
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}
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vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias) {
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vec2 u;
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u.s = coord.s / coord.q;
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u.t = coord.t / coord.q;
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return texture2D (sampler, u, bias);
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}
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//
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// Use the texture coordinate coord to do a texture lookup in the 3D texture currently bound
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// to sampler. For the projective ("Proj") versions, the texture coordinate is divided by coord.q.
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//
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// XXX
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vec4 texture3D (sampler3D sampler, vec3 coord, float bias) {
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vec4 texture3D (sampler3D sampler, vec3 coord, float bias) {
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// XXX:
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return vec4 (0.0);
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}
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vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias) {
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return texture3DProj (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q),
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bias);
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}
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vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias) {
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vec3 u;
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u.s = coord.s / coord.q;
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u.t = coord.t / coord.q;
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u.p = coord.p / coord.q;
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return texture3D (sampler, u, bias);
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}
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//
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// Use the texture coordinate coord to do a texture lookup in the cube map texture currently bound
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// to sampler. The direction of coord is used to select which face to do a 2-dimensional texture
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// lookup in, as described in section 3.8.6 in version 1.4 of the OpenGL specification.
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//
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// XXX
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vec4 textureCube (samplerCube sampler, vec3 coord, float bias) {
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vec4 textureCube (samplerCube sampler, vec3 coord, float bias) {
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// XXX:
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return vec4 (0.0);
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}
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//
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// Use texture coordinate coord to do a depth comparison lookup on the depth texture bound
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// to sampler, as described in section 3.8.14 of version 1.4 of the OpenGL specification. The 3rd
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// component of coord (coord.p) is used as the R value. The texture bound to sampler must be a
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// depth texture, or results are undefined. For the projective ("Proj") version of each built-in,
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// the texture coordinate is divide by coord.q, giving a depth value R of coord.p/coord.q. The
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// second component of coord is ignored for the "1D" variants.
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//
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// XXX
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vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias) {
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vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias) {
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// XXX:
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return vec4 (0.0);
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}
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// XXX
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vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias) {
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}
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vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias) {
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// XXX:
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return vec4 (0.0);
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}
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vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord, float bias) {
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return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q), bias);
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}
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vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias) {
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return shadow2D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q), bias);
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}
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vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord, float bias) {
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vec3 u;
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u.s = coord.s / coord.q;
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u.t = 0.0;
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u.p = coord.p / coord.q;
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return shadow1D (sampler, u, bias);
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}
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vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias) {
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vec3 u;
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u.s = coord.s / coord.q;
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u.t = coord.t / coord.q;
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u.p = coord.p / coord.q;
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return shadow2D (sampler, u, bias);
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}
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//
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// 8.8 Fragment Processing Functions
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//
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// Fragment processing functions are only available in shaders intended for use on the fragment
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// processor. Derivatives may be computationally expensive and/or numerically unstable. Therefore,
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// an OpenGL implementation may approximate the true derivatives by using a fast but not entirely
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// accurate derivative computation.
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//
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// The expected behavior of a derivative is specified using forward/backward differencing.
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//
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// Forward differencing:
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//
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// F(x+dx) - F(x) ~ dFdx(x) * dx 1a
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// dFdx(x) ~ (F(x+dx) - F(x)) / dx 1b
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//
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// Backward differencing:
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//
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// F(x-dx) - F(x) ~ -dFdx(x) * dx 2a
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// dFdx(x) ~ (F(x) - F(x-dx)) / dx 2b
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//
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// With single-sample rasterization, dx <= 1.0 in equations 1b and 2b. For multi-sample
|
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// rasterization, dx < 2.0 in equations 1b and 2b.
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//
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// dFdy is approximated similarly, with y replacing x.
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//
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// A GL implementation may use the above or other methods to perform the calculation, subject
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// to the following conditions:
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//
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// 1) The method may use piecewise linear approximations. Such linear approximations imply that
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// higher order derivatives, dFdx(dFdx(x)) and above, are undefined.
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//
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// 2) The method may assume that the function evaluated is continuous. Therefore derivatives within
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// the body of a non-uniform conditional are undefined.
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//
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// 3) The method may differ per fragment, subject to the constraint that the method may vary by
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// window coordinates, not screen coordinates. The invariance requirement described in section
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// 3.1 of the OpenGL 1.4 specification is relaxed for derivative calculations, because
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// the method may be a function of fragment location.
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//
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// Other properties that are desirable, but not required, are:
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//
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// 4) Functions should be evaluated within the interior of a primitive (interpolated, not
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// extrapolated).
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//
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// 5) Functions for dFdx should be evaluated while holding y constant. Functions for dFdy should
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// be evaluated while holding x constant. However, mixed higher order derivatives, like
|
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// dFdx(dFdy(y)) and dFdy(dFdx(x)) are undefined.
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//
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// In some implementations, varying degrees of derivative accuracy may be obtained by providing
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// GL hints (section 5.6 of the OpenGL 1.4 specification), allowing a user to make an image
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// quality versus speed tradeoff.
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//
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//
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//
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// Returns the derivative in x using local differencing for the input argument p.
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//
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// XXX
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float dFdx (float p) {
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float dFdx (float p) {
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// XXX:
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return 0.0;
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}
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// XXX
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vec2 dFdx (vec2 p) {
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vec2 dFdx (vec2 p) {
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// XXX:
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return vec2 (0.0);
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}
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// XXX
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vec3 dFdx (vec3 p) {
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vec3 dFdx (vec3 p) {
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// XXX:
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return vec3 (0.0);
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}
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// XXX
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vec4 dFdx (vec4 p) {
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vec4 dFdx (vec4 p) {
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// XXX:
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return vec4 (0.0);
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}
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//
|
||||
// Returns the derivative in y using local differencing for the input argument p.
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||||
//
|
||||
// These two functions are commonly used to estimate the filter width used to anti-alias procedural
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// textures.We are assuming that the expression is being evaluated in parallel on a SIMD array so
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// 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
|
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// be used to derive dFdx, dFdy, etc.
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//
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// XXX
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float dFdy (float p) {
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float dFdy (float p) {
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// XXX:
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return 0.0;
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}
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// XXX
|
||||
vec2 dFdy (vec2 p) {
|
||||
|
||||
vec2 dFdy (vec2 p) {
|
||||
// XXX:
|
||||
return vec2 (0.0);
|
||||
}
|
||||
// XXX
|
||||
vec3 dFdy (vec3 p) {
|
||||
|
||||
vec3 dFdy (vec3 p) {
|
||||
// XXX:
|
||||
return vec3 (0.0);
|
||||
}
|
||||
// XXX
|
||||
vec4 dFdy (vec4 p) {
|
||||
|
||||
vec4 dFdy (vec4 p) {
|
||||
// XXX:
|
||||
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));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,67 +1,71 @@
|
|||
|
||||
/* DO NOT EDIT - THIS FILE AUTOMATICALLY GENERATED FROM THE FOLLOWING FILE: */
|
||||
/* slang_fragment_builtin.gc */
|
||||
|
||||
2,2,2,6,12,1,103,108,95,70,114,97,103,67,111,111,114,100,0,0,0,2,2,6,1,1,103,108,95,70,114,111,110,
|
||||
116,70,97,99,105,110,103,0,0,0,2,2,5,12,1,103,108,95,70,114,97,103,67,111,108,111,114,0,0,0,2,2,5,
|
||||
12,1,103,108,95,70,114,97,103,68,97,116,97,0,3,18,103,108,95,77,97,120,68,114,97,119,66,117,102,
|
||||
102,101,114,115,0,0,0,2,2,5,9,1,103,108,95,70,114,97,103,68,101,112,116,104,0,0,0,2,2,3,12,1,103,
|
||||
108,95,67,111,108,111,114,0,0,0,2,2,3,12,1,103,108,95,83,101,99,111,110,100,97,114,121,67,111,108,
|
||||
111,114,0,0,0,2,2,3,12,1,103,108,95,84,101,120,67,111,111,114,100,0,4,0,2,2,3,9,1,103,108,95,70,
|
||||
111,103,70,114,97,103,67,111,111,114,100,0,0,0,1,0,12,0,116,101,120,116,117,114,101,49,68,0,1,0,0,
|
||||
16,115,97,109,112,108,101,114,0,0,1,0,0,9,99,111,111,114,100,0,0,1,0,0,9,98,105,97,115,0,0,0,1,8,
|
||||
58,118,101,99,52,0,17,48,0,48,0,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,101,49,68,80,114,111,
|
||||
106,0,1,0,0,16,115,97,109,112,108,101,114,0,0,1,0,0,10,99,111,111,114,100,0,0,1,0,0,9,98,105,97,
|
||||
115,0,0,0,1,8,58,116,101,120,116,117,114,101,49,68,0,18,115,97,109,112,108,101,114,0,0,18,99,111,
|
||||
111,114,100,0,59,115,0,18,99,111,111,114,100,0,59,116,0,49,0,18,98,105,97,115,0,0,0,0,0,1,0,12,0,
|
||||
116,101,120,116,117,114,101,49,68,80,114,111,106,0,1,0,0,16,115,97,109,112,108,101,114,0,0,1,0,0,
|
||||
12,99,111,111,114,100,0,0,1,0,0,9,98,105,97,115,0,0,0,1,8,58,116,101,120,116,117,114,101,49,68,0,
|
||||
18,115,97,109,112,108,101,114,0,0,18,99,111,111,114,100,0,59,115,0,18,99,111,111,114,100,0,59,113,
|
||||
0,49,0,18,98,105,97,115,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,101,50,68,0,1,0,0,17,115,97,109,
|
||||
112,108,101,114,0,0,1,0,0,10,99,111,111,114,100,0,0,1,0,0,9,98,105,97,115,0,0,0,1,8,58,118,101,99,
|
||||
52,0,17,48,0,48,0,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,101,50,68,80,114,111,106,0,1,0,0,17,
|
||||
115,97,109,112,108,101,114,0,0,1,0,0,11,99,111,111,114,100,0,0,1,0,0,9,98,105,97,115,0,0,0,1,8,58,
|
||||
116,101,120,116,117,114,101,50,68,0,18,115,97,109,112,108,101,114,0,0,58,118,101,99,50,0,18,99,111,
|
||||
111,114,100,0,59,115,0,18,99,111,111,114,100,0,59,112,0,49,0,18,99,111,111,114,100,0,59,116,0,18,
|
||||
99,111,111,114,100,0,59,112,0,49,0,0,0,18,98,105,97,115,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,
|
||||
101,50,68,80,114,111,106,0,1,0,0,17,115,97,109,112,108,101,114,0,0,1,0,0,12,99,111,111,114,100,0,0,
|
||||
1,0,0,9,98,105,97,115,0,0,0,1,8,58,116,101,120,116,117,114,101,50,68,0,18,115,97,109,112,108,101,
|
||||
114,0,0,58,118,101,99,50,0,18,99,111,111,114,100,0,59,115,0,18,99,111,111,114,100,0,59,113,0,49,0,
|
||||
18,99,111,111,114,100,0,59,115,0,18,99,111,111,114,100,0,59,113,0,49,0,0,0,18,98,105,97,115,0,0,0,
|
||||
0,0,1,0,12,0,116,101,120,116,117,114,101,51,68,0,1,0,0,18,115,97,109,112,108,101,114,0,0,1,0,0,11,
|
||||
99,111,111,114,100,0,0,1,0,0,9,98,105,97,115,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,0,0,0,0,0,1,
|
||||
0,12,0,116,101,120,116,117,114,101,51,68,80,114,111,106,0,1,0,0,18,115,97,109,112,108,101,114,0,0,
|
||||
1,0,0,12,99,111,111,114,100,0,0,1,0,0,9,98,105,97,115,0,0,0,1,8,58,116,101,120,116,117,114,101,51,
|
||||
68,80,114,111,106,0,18,115,97,109,112,108,101,114,0,0,58,118,101,99,51,0,18,99,111,111,114,100,0,
|
||||
59,115,0,18,99,111,111,114,100,0,59,113,0,49,0,18,99,111,111,114,100,0,59,116,0,18,99,111,111,114,
|
||||
100,0,59,113,0,49,0,18,99,111,111,114,100,0,59,112,0,18,99,111,111,114,100,0,59,113,0,49,0,0,0,18,
|
||||
98,105,97,115,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,101,67,117,98,101,0,1,0,0,19,115,97,109,
|
||||
112,108,101,114,0,0,1,0,0,11,99,111,111,114,100,0,0,1,0,0,9,98,105,97,115,0,0,0,1,8,58,118,101,99,
|
||||
52,0,17,48,0,48,0,0,0,0,0,0,1,0,12,0,115,104,97,100,111,119,49,68,0,1,0,0,20,115,97,109,112,108,
|
||||
101,114,0,0,1,0,0,11,99,111,111,114,100,0,0,1,0,0,9,98,105,97,115,0,0,0,1,8,58,118,101,99,52,0,17,
|
||||
48,0,48,0,0,0,0,0,0,1,0,12,0,115,104,97,100,111,119,50,68,0,1,0,0,21,115,97,109,112,108,101,114,0,
|
||||
0,1,0,0,11,99,111,111,114,100,0,0,1,0,0,9,98,105,97,115,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,
|
||||
0,0,0,0,0,1,0,12,0,115,104,97,100,111,119,49,68,80,114,111,106,0,1,0,0,20,115,97,109,112,108,101,
|
||||
114,0,0,1,0,0,12,99,111,111,114,100,0,0,1,0,0,9,98,105,97,115,0,0,0,1,8,58,115,104,97,100,111,119,
|
||||
49,68,0,18,115,97,109,112,108,101,114,0,0,58,118,101,99,51,0,18,99,111,111,114,100,0,59,115,0,18,
|
||||
99,111,111,114,100,0,59,113,0,49,0,17,48,0,48,0,0,0,18,99,111,111,114,100,0,59,112,0,18,99,111,111,
|
||||
114,100,0,59,113,0,49,0,0,0,18,98,105,97,115,0,0,0,0,0,1,0,12,0,115,104,97,100,111,119,50,68,80,
|
||||
114,111,106,0,1,0,0,21,115,97,109,112,108,101,114,0,0,1,0,0,12,99,111,111,114,100,0,0,1,0,0,9,98,
|
||||
105,97,115,0,0,0,1,8,58,115,104,97,100,111,119,50,68,0,18,115,97,109,112,108,101,114,0,0,58,118,
|
||||
101,99,51,0,18,99,111,111,114,100,0,59,115,0,18,99,111,111,114,100,0,59,113,0,49,0,18,99,111,111,
|
||||
114,100,0,59,116,0,18,99,111,111,114,100,0,59,113,0,49,0,18,99,111,111,114,100,0,59,112,0,18,99,
|
||||
111,111,114,100,0,59,113,0,49,0,0,0,18,98,105,97,115,0,0,0,0,0,1,0,9,0,100,70,100,120,0,1,0,0,9,
|
||||
112,0,0,0,1,8,17,48,0,48,0,0,0,0,1,0,10,0,100,70,100,120,0,1,0,0,10,112,0,0,0,1,8,58,118,101,99,50,
|
||||
0,17,48,0,48,0,0,0,0,0,0,1,0,11,0,100,70,100,120,0,1,0,0,11,112,0,0,0,1,8,58,118,101,99,51,0,17,48,
|
||||
0,48,0,0,0,0,0,0,1,0,12,0,100,70,100,120,0,1,0,0,12,112,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,
|
||||
0,0,0,0,0,1,0,9,0,100,70,100,121,0,1,0,0,9,112,0,0,0,1,8,17,48,0,48,0,0,0,0,1,0,10,0,100,70,100,
|
||||
121,0,1,0,0,10,112,0,0,0,1,8,58,118,101,99,50,0,17,48,0,48,0,0,0,0,0,0,1,0,11,0,100,70,100,121,0,1,
|
||||
0,0,11,112,0,0,0,1,8,58,118,101,99,51,0,17,48,0,48,0,0,0,0,0,0,1,0,12,0,100,70,100,121,0,1,0,0,12,
|
||||
112,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,0,0,0,0,0,1,0,9,0,102,119,105,100,116,104,0,1,0,0,9,
|
||||
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,
|
||||
0,18,112,0,0,0,0,0,46,0,0,1,0,10,0,102,119,105,100,116,104,0,1,0,0,10,112,0,0,0,1,8,58,97,98,115,0,
|
||||
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,
|
||||
0,11,0,102,119,105,100,116,104,0,1,0,0,11,112,0,0,0,1,8,58,97,98,115,0,58,100,70,100,120,0,18,112,
|
||||
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
|
||||
|
||||
/* DO NOT EDIT - THIS FILE AUTOMATICALLY GENERATED FROM THE FOLLOWING FILE: */
|
||||
/* slang_fragment_builtin.gc */
|
||||
|
||||
3,2,2,6,12,1,103,108,95,70,114,97,103,67,111,111,114,100,0,0,0,2,2,6,1,1,103,108,95,70,114,111,110,
|
||||
116,70,97,99,105,110,103,0,0,0,2,2,5,12,1,103,108,95,70,114,97,103,67,111,108,111,114,0,0,0,2,2,5,
|
||||
12,1,103,108,95,70,114,97,103,68,97,116,97,0,3,18,103,108,95,77,97,120,68,114,97,119,66,117,102,
|
||||
102,101,114,115,0,0,0,2,2,5,9,1,103,108,95,70,114,97,103,68,101,112,116,104,0,0,0,2,2,3,12,1,103,
|
||||
108,95,67,111,108,111,114,0,0,0,2,2,3,12,1,103,108,95,83,101,99,111,110,100,97,114,121,67,111,108,
|
||||
111,114,0,0,0,2,2,3,12,1,103,108,95,84,101,120,67,111,111,114,100,0,3,18,103,108,95,77,97,120,84,
|
||||
101,120,116,117,114,101,67,111,111,114,100,115,0,0,0,2,2,3,9,1,103,108,95,70,111,103,70,114,97,103,
|
||||
67,111,111,114,100,0,0,0,1,0,12,0,116,101,120,116,117,114,101,49,68,0,1,0,0,16,115,97,109,112,108,
|
||||
101,114,0,0,1,0,0,9,99,111,111,114,100,0,0,1,0,0,9,98,105,97,115,0,0,0,1,8,58,118,101,99,52,0,17,
|
||||
48,0,48,0,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,101,49,68,80,114,111,106,0,1,0,0,16,115,97,
|
||||
109,112,108,101,114,0,0,1,0,0,10,99,111,111,114,100,0,0,1,0,0,9,98,105,97,115,0,0,0,1,8,58,116,101,
|
||||
120,116,117,114,101,49,68,0,18,115,97,109,112,108,101,114,0,0,18,99,111,111,114,100,0,59,115,0,18,
|
||||
99,111,111,114,100,0,59,116,0,49,0,18,98,105,97,115,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,101,
|
||||
49,68,80,114,111,106,0,1,0,0,16,115,97,109,112,108,101,114,0,0,1,0,0,12,99,111,111,114,100,0,0,1,0,
|
||||
0,9,98,105,97,115,0,0,0,1,8,58,116,101,120,116,117,114,101,49,68,0,18,115,97,109,112,108,101,114,0,
|
||||
0,18,99,111,111,114,100,0,59,115,0,18,99,111,111,114,100,0,59,113,0,49,0,18,98,105,97,115,0,0,0,0,
|
||||
0,1,0,12,0,116,101,120,116,117,114,101,50,68,0,1,0,0,17,115,97,109,112,108,101,114,0,0,1,0,0,10,99,
|
||||
111,111,114,100,0,0,1,0,0,9,98,105,97,115,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,0,0,0,0,0,1,0,
|
||||
12,0,116,101,120,116,117,114,101,50,68,80,114,111,106,0,1,0,0,17,115,97,109,112,108,101,114,0,0,1,
|
||||
0,0,11,99,111,111,114,100,0,0,1,0,0,9,98,105,97,115,0,0,0,1,3,2,0,10,1,117,0,0,0,9,18,117,0,59,115,
|
||||
0,18,99,111,111,114,100,0,59,115,0,18,99,111,111,114,100,0,59,112,0,49,20,0,9,18,117,0,59,116,0,18,
|
||||
99,111,111,114,100,0,59,116,0,18,99,111,111,114,100,0,59,112,0,49,20,0,8,58,116,101,120,116,117,
|
||||
114,101,50,68,0,18,115,97,109,112,108,101,114,0,0,18,117,0,0,18,98,105,97,115,0,0,0,0,0,1,0,12,0,
|
||||
116,101,120,116,117,114,101,50,68,80,114,111,106,0,1,0,0,17,115,97,109,112,108,101,114,0,0,1,0,0,
|
||||
12,99,111,111,114,100,0,0,1,0,0,9,98,105,97,115,0,0,0,1,3,2,0,10,1,117,0,0,0,9,18,117,0,59,115,0,
|
||||
18,99,111,111,114,100,0,59,115,0,18,99,111,111,114,100,0,59,113,0,49,20,0,9,18,117,0,59,116,0,18,
|
||||
99,111,111,114,100,0,59,116,0,18,99,111,111,114,100,0,59,113,0,49,20,0,8,58,116,101,120,116,117,
|
||||
114,101,50,68,0,18,115,97,109,112,108,101,114,0,0,18,117,0,0,18,98,105,97,115,0,0,0,0,0,1,0,12,0,
|
||||
116,101,120,116,117,114,101,51,68,0,1,0,0,18,115,97,109,112,108,101,114,0,0,1,0,0,11,99,111,111,
|
||||
114,100,0,0,1,0,0,9,98,105,97,115,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,0,0,0,0,0,1,0,12,0,116,
|
||||
101,120,116,117,114,101,51,68,80,114,111,106,0,1,0,0,18,115,97,109,112,108,101,114,0,0,1,0,0,12,99,
|
||||
111,111,114,100,0,0,1,0,0,9,98,105,97,115,0,0,0,1,3,2,0,11,1,117,0,0,0,9,18,117,0,59,115,0,18,99,
|
||||
111,111,114,100,0,59,115,0,18,99,111,111,114,100,0,59,113,0,49,20,0,9,18,117,0,59,116,0,18,99,111,
|
||||
111,114,100,0,59,116,0,18,99,111,111,114,100,0,59,113,0,49,20,0,9,18,117,0,59,112,0,18,99,111,111,
|
||||
114,100,0,59,112,0,18,99,111,111,114,100,0,59,113,0,49,20,0,8,58,116,101,120,116,117,114,101,51,68,
|
||||
0,18,115,97,109,112,108,101,114,0,0,18,117,0,0,18,98,105,97,115,0,0,0,0,0,1,0,12,0,116,101,120,116,
|
||||
117,114,101,67,117,98,101,0,1,0,0,19,115,97,109,112,108,101,114,0,0,1,0,0,11,99,111,111,114,100,0,
|
||||
0,1,0,0,9,98,105,97,115,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,0,0,0,0,0,1,0,12,0,115,104,97,
|
||||
100,111,119,49,68,0,1,0,0,20,115,97,109,112,108,101,114,0,0,1,0,0,11,99,111,111,114,100,0,0,1,0,0,
|
||||
9,98,105,97,115,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,0,0,0,0,0,1,0,12,0,115,104,97,100,111,
|
||||
119,50,68,0,1,0,0,21,115,97,109,112,108,101,114,0,0,1,0,0,11,99,111,111,114,100,0,0,1,0,0,9,98,105,
|
||||
97,115,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,0,0,0,0,0,1,0,12,0,115,104,97,100,111,119,49,68,
|
||||
80,114,111,106,0,1,0,0,20,115,97,109,112,108,101,114,0,0,1,0,0,12,99,111,111,114,100,0,0,1,0,0,9,
|
||||
98,105,97,115,0,0,0,1,3,2,0,11,1,117,0,0,0,9,18,117,0,59,115,0,18,99,111,111,114,100,0,59,115,0,18,
|
||||
99,111,111,114,100,0,59,113,0,49,20,0,9,18,117,0,59,116,0,17,48,0,48,0,0,20,0,9,18,117,0,59,112,0,
|
||||
18,99,111,111,114,100,0,59,112,0,18,99,111,111,114,100,0,59,113,0,49,20,0,8,58,115,104,97,100,111,
|
||||
119,49,68,0,18,115,97,109,112,108,101,114,0,0,18,117,0,0,18,98,105,97,115,0,0,0,0,0,1,0,12,0,115,
|
||||
104,97,100,111,119,50,68,80,114,111,106,0,1,0,0,21,115,97,109,112,108,101,114,0,0,1,0,0,12,99,111,
|
||||
111,114,100,0,0,1,0,0,9,98,105,97,115,0,0,0,1,3,2,0,11,1,117,0,0,0,9,18,117,0,59,115,0,18,99,111,
|
||||
111,114,100,0,59,115,0,18,99,111,111,114,100,0,59,113,0,49,20,0,9,18,117,0,59,116,0,18,99,111,111,
|
||||
114,100,0,59,116,0,18,99,111,111,114,100,0,59,113,0,49,20,0,9,18,117,0,59,112,0,18,99,111,111,114,
|
||||
100,0,59,112,0,18,99,111,111,114,100,0,59,113,0,49,20,0,8,58,115,104,97,100,111,119,50,68,0,18,115,
|
||||
97,109,112,108,101,114,0,0,18,117,0,0,18,98,105,97,115,0,0,0,0,0,1,0,9,0,100,70,100,120,0,1,0,0,9,
|
||||
112,0,0,0,1,8,17,48,0,48,0,0,0,0,1,0,10,0,100,70,100,120,0,1,0,0,10,112,0,0,0,1,8,58,118,101,99,50,
|
||||
0,17,48,0,48,0,0,0,0,0,0,1,0,11,0,100,70,100,120,0,1,0,0,11,112,0,0,0,1,8,58,118,101,99,51,0,17,48,
|
||||
0,48,0,0,0,0,0,0,1,0,12,0,100,70,100,120,0,1,0,0,12,112,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,
|
||||
0,0,0,0,0,1,0,9,0,100,70,100,121,0,1,0,0,9,112,0,0,0,1,8,17,48,0,48,0,0,0,0,1,0,10,0,100,70,100,
|
||||
121,0,1,0,0,10,112,0,0,0,1,8,58,118,101,99,50,0,17,48,0,48,0,0,0,0,0,0,1,0,11,0,100,70,100,121,0,1,
|
||||
0,0,11,112,0,0,0,1,8,58,118,101,99,51,0,17,48,0,48,0,0,0,0,0,0,1,0,12,0,100,70,100,121,0,1,0,0,12,
|
||||
112,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,0,0,0,0,0,1,0,9,0,102,119,105,100,116,104,0,1,0,0,9,
|
||||
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,
|
||||
0,18,112,0,0,0,0,0,46,0,0,1,0,10,0,102,119,105,100,116,104,0,1,0,0,10,112,0,0,0,1,8,58,97,98,115,0,
|
||||
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,
|
||||
0,11,0,102,119,105,100,116,104,0,1,0,0,11,112,0,0,0,1,8,58,97,98,115,0,58,100,70,100,120,0,18,112,
|
||||
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
|
||||
|
|
|
|||
|
|
@ -1,63 +1,18 @@
|
|||
|
||||
//
|
||||
//
|
||||
// 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.
|
||||
//
|
||||
__fixed_output vec4 gl_Position;
|
||||
__fixed_output float gl_PointSize;
|
||||
__fixed_output vec4 gl_ClipVertex;
|
||||
|
||||
attribute vec4 gl_Color;
|
||||
attribute vec4 gl_SecondaryColor;
|
||||
|
|
@ -73,190 +28,97 @@ 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 vec4 gl_TexCoord[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) {
|
||||
vec4 texture1DLod (sampler1D sampler, float coord, float lod) {
|
||||
// XXX:
|
||||
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) {
|
||||
vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod) {
|
||||
// XXX:
|
||||
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);
|
||||
}
|
||||
|
||||
vec4 texture2DProjLod (sampler2D sampler, vec3 coord, float lod) {
|
||||
vec2 u;
|
||||
u.s = coord.s / coord.p;
|
||||
u.t = coord.t / coord.p;
|
||||
return texture2DLod (sampler, u, lod);
|
||||
}
|
||||
|
||||
vec4 texture2DProjLod (sampler2D sampler, vec4 coord, float lod) {
|
||||
vec2 u;
|
||||
u.s = coord.s / coord.q;
|
||||
u.t = coord.t / coord.q;
|
||||
return texture2DLod (sampler, u, 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) {
|
||||
vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod) {
|
||||
// XXX:
|
||||
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);
|
||||
vec4 texture3DProjLod (sampler3D sampler, vec4 coord, float lod) {
|
||||
vec3 u;
|
||||
u.s = coord.s / coord.q;
|
||||
u.t = coord.t / coord.q;
|
||||
u.p = coord.p / coord.q;
|
||||
return texture3DLod (sampler, u, 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) {
|
||||
vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod) {
|
||||
// XXX:
|
||||
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) {
|
||||
vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod) {
|
||||
// XXX:
|
||||
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);
|
||||
}
|
||||
|
||||
vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod) {
|
||||
// XXX:
|
||||
return vec4 (0.0);
|
||||
}
|
||||
|
||||
vec4 shadow1DProjLod (sampler1DShadow sampler, vec4 coord, float lod) {
|
||||
vec3 u;
|
||||
u.s = coord.s / coord.q;
|
||||
u.t = 0.0;
|
||||
u.p = coord.p / coord.q;
|
||||
return shadow1DLod (sampler, u, lod);
|
||||
}
|
||||
|
||||
vec4 shadow2DProjLod (sampler2DShadow sampler, vec4 coord, float lod) {
|
||||
vec3 u;
|
||||
u.s = coord.s / coord.q;
|
||||
u.t = coord.t / coord.q;
|
||||
u.p = coord.p / coord.q;
|
||||
return shadow2DLod (sampler, u, lod);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,66 +1,71 @@
|
|||
|
||||
/* DO NOT EDIT - THIS FILE AUTOMATICALLY GENERATED FROM THE FOLLOWING FILE: */
|
||||
/* slang_vertex_builtin.gc */
|
||||
|
||||
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,
|
||||
101,120,67,111,111,114,100,52,0,0,0,2,2,2,12,1,103,108,95,77,117,108,116,105,84,101,120,67,111,111,
|
||||
114,100,53,0,0,0,2,2,2,12,1,103,108,95,77,117,108,116,105,84,101,120,67,111,111,114,100,54,0,0,0,2,
|
||||
2,2,12,1,103,108,95,77,117,108,116,105,84,101,120,67,111,111,114,100,55,0,0,0,2,2,2,9,1,103,108,95,
|
||||
70,111,103,67,111,111,114,100,0,0,0,2,2,3,12,1,103,108,95,70,114,111,110,116,67,111,108,111,114,0,
|
||||
0,0,2,2,3,12,1,103,108,95,66,97,99,107,67,111,108,111,114,0,0,0,2,2,3,12,1,103,108,95,70,114,111,
|
||||
110,116,83,101,99,111,110,100,97,114,121,67,111,108,111,114,0,0,0,2,2,3,12,1,103,108,95,66,97,99,
|
||||
107,83,101,99,111,110,100,97,114,121,67,111,108,111,114,0,0,0,2,2,3,12,1,103,108,95,84,101,120,67,
|
||||
111,111,114,100,0,4,0,2,2,3,9,1,103,108,95,70,111,103,70,114,97,103,67,111,111,114,100,0,0,0,1,0,
|
||||
12,0,102,116,114,97,110,115,102,111,114,109,0,0,1,8,18,103,108,95,77,111,100,101,108,86,105,101,
|
||||
119,80,114,111,106,101,99,116,105,111,110,77,97,116,114,105,120,0,18,103,108,95,86,101,114,116,101,
|
||||
120,0,48,0,0,1,0,12,0,116,101,120,116,117,114,101,49,68,76,111,100,0,1,0,0,16,115,97,109,112,108,
|
||||
101,114,0,0,1,0,0,9,99,111,111,114,100,0,0,1,0,0,9,108,111,100,0,0,0,1,8,58,118,101,99,52,0,17,48,
|
||||
0,48,0,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,101,49,68,80,114,111,106,76,111,100,0,1,0,0,16,
|
||||
115,97,109,112,108,101,114,0,0,1,0,0,10,99,111,111,114,100,0,0,1,0,0,9,108,111,100,0,0,0,1,8,58,
|
||||
116,101,120,116,117,114,101,49,68,76,111,100,0,18,115,97,109,112,108,101,114,0,0,18,99,111,111,114,
|
||||
100,0,59,115,0,18,99,111,111,114,100,0,59,116,0,49,0,18,108,111,100,0,0,0,0,0,1,0,12,0,116,101,120,
|
||||
116,117,114,101,49,68,80,114,111,106,76,111,100,0,1,0,0,16,115,97,109,112,108,101,114,0,0,1,0,0,12,
|
||||
99,111,111,114,100,0,0,1,0,0,9,108,111,100,0,0,0,1,8,58,116,101,120,116,117,114,101,49,68,76,111,
|
||||
100,0,18,115,97,109,112,108,101,114,0,0,18,99,111,111,114,100,0,59,115,0,18,99,111,111,114,100,0,
|
||||
59,113,0,49,0,18,108,111,100,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,101,50,68,76,111,100,0,1,0,
|
||||
0,17,115,97,109,112,108,101,114,0,0,1,0,0,10,99,111,111,114,100,0,0,1,0,0,9,108,111,100,0,0,0,1,8,
|
||||
58,118,101,99,52,0,17,48,0,48,0,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,101,50,68,80,114,111,
|
||||
106,76,111,100,0,1,0,0,17,115,97,109,112,108,101,114,0,0,1,0,0,11,99,111,111,114,100,0,0,1,0,0,9,
|
||||
108,111,100,0,0,0,1,8,58,116,101,120,116,117,114,101,50,68,76,111,100,0,18,115,97,109,112,108,101,
|
||||
114,0,0,58,118,101,99,50,0,18,99,111,111,114,100,0,59,115,0,18,99,111,111,114,100,0,59,112,0,49,0,
|
||||
18,99,111,111,114,100,0,59,116,0,18,99,111,111,114,100,0,59,112,0,49,0,0,0,18,108,111,100,0,0,0,0,
|
||||
0,1,0,12,0,116,101,120,116,117,114,101,50,68,80,114,111,106,76,111,100,0,1,0,0,17,115,97,109,112,
|
||||
108,101,114,0,0,1,0,0,12,99,111,111,114,100,0,0,1,0,0,9,108,111,100,0,0,0,1,8,58,116,101,120,116,
|
||||
117,114,101,50,68,76,111,100,0,18,115,97,109,112,108,101,114,0,0,58,118,101,99,50,0,18,99,111,111,
|
||||
114,100,0,59,115,0,18,99,111,111,114,100,0,59,113,0,49,0,18,99,111,111,114,100,0,59,116,0,18,99,
|
||||
111,111,114,100,0,59,113,0,49,0,0,0,18,108,111,100,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,101,
|
||||
51,68,76,111,100,0,1,0,0,18,115,97,109,112,108,101,114,0,0,1,0,0,11,99,111,111,114,100,0,0,1,0,0,9,
|
||||
108,111,100,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,
|
||||
101,51,68,80,114,111,106,76,111,100,0,1,0,0,18,115,97,109,112,108,101,114,0,0,1,0,0,12,99,111,111,
|
||||
114,100,0,0,1,0,0,9,108,111,100,0,0,0,1,8,58,116,101,120,116,117,114,101,51,68,76,111,100,0,18,115,
|
||||
97,109,112,108,101,114,0,0,58,118,101,99,51,0,18,99,111,111,114,100,0,59,115,0,18,99,111,111,114,
|
||||
100,0,59,113,0,49,0,18,99,111,111,114,100,0,59,116,0,18,99,111,111,114,100,0,59,113,0,49,0,18,99,
|
||||
111,111,114,100,0,59,115,0,18,99,111,111,114,100,0,59,113,0,49,0,0,0,18,108,111,100,0,0,0,0,0,1,0,
|
||||
12,0,116,101,120,116,117,114,101,67,117,98,101,76,111,100,0,1,0,0,19,115,97,109,112,108,101,114,0,
|
||||
0,1,0,0,11,99,111,111,114,100,0,0,1,0,0,9,108,111,100,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,0,
|
||||
0,0,0,0,1,0,12,0,115,104,97,100,111,119,49,68,76,111,100,0,1,0,0,20,115,97,109,112,108,101,114,0,0,
|
||||
1,0,0,11,99,111,111,114,100,0,0,1,0,0,9,108,111,100,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,0,0,
|
||||
0,0,0,1,0,12,0,115,104,97,100,111,119,50,68,76,111,100,0,1,0,0,21,115,97,109,112,108,101,114,0,0,1,
|
||||
0,0,11,99,111,111,114,100,0,0,1,0,0,9,108,111,100,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,0,0,0,
|
||||
0,0,1,0,12,0,115,104,97,100,111,119,49,68,80,114,111,106,76,111,100,0,1,0,0,20,115,97,109,112,108,
|
||||
101,114,0,0,1,0,0,12,99,111,111,114,100,0,0,1,0,0,9,108,111,100,0,0,0,1,8,58,115,104,97,100,111,
|
||||
119,49,68,76,111,100,0,18,115,97,109,112,108,101,114,0,0,58,118,101,99,51,0,18,99,111,111,114,100,
|
||||
0,59,115,0,18,99,111,111,114,100,0,59,113,0,49,0,17,48,0,48,0,0,0,18,99,111,111,114,100,0,59,112,0,
|
||||
18,99,111,111,114,100,0,59,113,0,49,0,0,0,18,108,111,100,0,0,0,0,0,1,0,12,0,115,104,97,100,111,119,
|
||||
50,68,80,114,111,106,76,111,100,0,1,0,0,21,115,97,109,112,108,101,114,0,0,1,0,0,12,99,111,111,114,
|
||||
100,0,0,1,0,0,9,108,111,100,0,0,0,1,8,58,115,104,97,100,111,119,50,68,76,111,100,0,18,115,97,109,
|
||||
112,108,101,114,0,0,58,118,101,99,51,0,18,99,111,111,114,100,0,59,115,0,18,99,111,111,114,100,0,59,
|
||||
113,0,49,0,18,99,111,111,114,100,0,59,116,0,18,99,111,111,114,100,0,59,113,0,49,0,18,99,111,111,
|
||||
114,100,0,59,112,0,18,99,111,111,114,100,0,59,113,0,49,0,0,0,18,108,111,100,0,0,0,0,0,0
|
||||
|
||||
/* DO NOT EDIT - THIS FILE AUTOMATICALLY GENERATED FROM THE FOLLOWING FILE: */
|
||||
/* slang_vertex_builtin.gc */
|
||||
|
||||
3,2,2,5,12,1,103,108,95,80,111,115,105,116,105,111,110,0,0,0,2,2,5,9,1,103,108,95,80,111,105,110,
|
||||
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,
|
||||
101,120,67,111,111,114,100,52,0,0,0,2,2,2,12,1,103,108,95,77,117,108,116,105,84,101,120,67,111,111,
|
||||
114,100,53,0,0,0,2,2,2,12,1,103,108,95,77,117,108,116,105,84,101,120,67,111,111,114,100,54,0,0,0,2,
|
||||
2,2,12,1,103,108,95,77,117,108,116,105,84,101,120,67,111,111,114,100,55,0,0,0,2,2,2,9,1,103,108,95,
|
||||
70,111,103,67,111,111,114,100,0,0,0,2,2,3,12,1,103,108,95,70,114,111,110,116,67,111,108,111,114,0,
|
||||
0,0,2,2,3,12,1,103,108,95,66,97,99,107,67,111,108,111,114,0,0,0,2,2,3,12,1,103,108,95,70,114,111,
|
||||
110,116,83,101,99,111,110,100,97,114,121,67,111,108,111,114,0,0,0,2,2,3,12,1,103,108,95,66,97,99,
|
||||
107,83,101,99,111,110,100,97,114,121,67,111,108,111,114,0,0,0,2,2,3,12,1,103,108,95,84,101,120,67,
|
||||
111,111,114,100,0,3,18,103,108,95,77,97,120,84,101,120,116,117,114,101,67,111,111,114,100,115,0,0,
|
||||
0,2,2,3,9,1,103,108,95,70,111,103,70,114,97,103,67,111,111,114,100,0,0,0,1,0,12,0,102,116,114,97,
|
||||
110,115,102,111,114,109,0,0,1,8,18,103,108,95,77,111,100,101,108,86,105,101,119,80,114,111,106,101,
|
||||
99,116,105,111,110,77,97,116,114,105,120,0,18,103,108,95,86,101,114,116,101,120,0,48,0,0,1,0,12,0,
|
||||
116,101,120,116,117,114,101,49,68,76,111,100,0,1,0,0,16,115,97,109,112,108,101,114,0,0,1,0,0,9,99,
|
||||
111,111,114,100,0,0,1,0,0,9,108,111,100,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,0,0,0,0,0,1,0,12,
|
||||
0,116,101,120,116,117,114,101,49,68,80,114,111,106,76,111,100,0,1,0,0,16,115,97,109,112,108,101,
|
||||
114,0,0,1,0,0,10,99,111,111,114,100,0,0,1,0,0,9,108,111,100,0,0,0,1,8,58,116,101,120,116,117,114,
|
||||
101,49,68,76,111,100,0,18,115,97,109,112,108,101,114,0,0,18,99,111,111,114,100,0,59,115,0,18,99,
|
||||
111,111,114,100,0,59,116,0,49,0,18,108,111,100,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,101,49,
|
||||
68,80,114,111,106,76,111,100,0,1,0,0,16,115,97,109,112,108,101,114,0,0,1,0,0,12,99,111,111,114,100,
|
||||
0,0,1,0,0,9,108,111,100,0,0,0,1,8,58,116,101,120,116,117,114,101,49,68,76,111,100,0,18,115,97,109,
|
||||
112,108,101,114,0,0,18,99,111,111,114,100,0,59,115,0,18,99,111,111,114,100,0,59,113,0,49,0,18,108,
|
||||
111,100,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,101,50,68,76,111,100,0,1,0,0,17,115,97,109,112,
|
||||
108,101,114,0,0,1,0,0,10,99,111,111,114,100,0,0,1,0,0,9,108,111,100,0,0,0,1,8,58,118,101,99,52,0,
|
||||
17,48,0,48,0,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,101,50,68,80,114,111,106,76,111,100,0,1,0,
|
||||
0,17,115,97,109,112,108,101,114,0,0,1,0,0,11,99,111,111,114,100,0,0,1,0,0,9,108,111,100,0,0,0,1,3,
|
||||
2,0,10,1,117,0,0,0,9,18,117,0,59,115,0,18,99,111,111,114,100,0,59,115,0,18,99,111,111,114,100,0,59,
|
||||
112,0,49,20,0,9,18,117,0,59,116,0,18,99,111,111,114,100,0,59,116,0,18,99,111,111,114,100,0,59,112,
|
||||
0,49,20,0,8,58,116,101,120,116,117,114,101,50,68,76,111,100,0,18,115,97,109,112,108,101,114,0,0,18,
|
||||
117,0,0,18,108,111,100,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,101,50,68,80,114,111,106,76,111,
|
||||
100,0,1,0,0,17,115,97,109,112,108,101,114,0,0,1,0,0,12,99,111,111,114,100,0,0,1,0,0,9,108,111,100,
|
||||
0,0,0,1,3,2,0,10,1,117,0,0,0,9,18,117,0,59,115,0,18,99,111,111,114,100,0,59,115,0,18,99,111,111,
|
||||
114,100,0,59,113,0,49,20,0,9,18,117,0,59,116,0,18,99,111,111,114,100,0,59,116,0,18,99,111,111,114,
|
||||
100,0,59,113,0,49,20,0,8,58,116,101,120,116,117,114,101,50,68,76,111,100,0,18,115,97,109,112,108,
|
||||
101,114,0,0,18,117,0,0,18,108,111,100,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,101,51,68,76,111,
|
||||
100,0,1,0,0,18,115,97,109,112,108,101,114,0,0,1,0,0,11,99,111,111,114,100,0,0,1,0,0,9,108,111,100,
|
||||
0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,101,51,68,80,
|
||||
114,111,106,76,111,100,0,1,0,0,18,115,97,109,112,108,101,114,0,0,1,0,0,12,99,111,111,114,100,0,0,1,
|
||||
0,0,9,108,111,100,0,0,0,1,3,2,0,11,1,117,0,0,0,9,18,117,0,59,115,0,18,99,111,111,114,100,0,59,115,
|
||||
0,18,99,111,111,114,100,0,59,113,0,49,20,0,9,18,117,0,59,116,0,18,99,111,111,114,100,0,59,116,0,18,
|
||||
99,111,111,114,100,0,59,113,0,49,20,0,9,18,117,0,59,112,0,18,99,111,111,114,100,0,59,112,0,18,99,
|
||||
111,111,114,100,0,59,113,0,49,20,0,8,58,116,101,120,116,117,114,101,51,68,76,111,100,0,18,115,97,
|
||||
109,112,108,101,114,0,0,18,117,0,0,18,108,111,100,0,0,0,0,0,1,0,12,0,116,101,120,116,117,114,101,
|
||||
67,117,98,101,76,111,100,0,1,0,0,19,115,97,109,112,108,101,114,0,0,1,0,0,11,99,111,111,114,100,0,0,
|
||||
1,0,0,9,108,111,100,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,0,0,0,0,0,1,0,12,0,115,104,97,100,
|
||||
111,119,49,68,76,111,100,0,1,0,0,20,115,97,109,112,108,101,114,0,0,1,0,0,11,99,111,111,114,100,0,0,
|
||||
1,0,0,9,108,111,100,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,0,0,0,0,0,1,0,12,0,115,104,97,100,
|
||||
111,119,50,68,76,111,100,0,1,0,0,21,115,97,109,112,108,101,114,0,0,1,0,0,11,99,111,111,114,100,0,0,
|
||||
1,0,0,9,108,111,100,0,0,0,1,8,58,118,101,99,52,0,17,48,0,48,0,0,0,0,0,0,1,0,12,0,115,104,97,100,
|
||||
111,119,49,68,80,114,111,106,76,111,100,0,1,0,0,20,115,97,109,112,108,101,114,0,0,1,0,0,12,99,111,
|
||||
111,114,100,0,0,1,0,0,9,108,111,100,0,0,0,1,3,2,0,11,1,117,0,0,0,9,18,117,0,59,115,0,18,99,111,111,
|
||||
114,100,0,59,115,0,18,99,111,111,114,100,0,59,113,0,49,20,0,9,18,117,0,59,116,0,17,48,0,48,0,0,20,
|
||||
0,9,18,117,0,59,112,0,18,99,111,111,114,100,0,59,112,0,18,99,111,111,114,100,0,59,113,0,49,20,0,8,
|
||||
58,115,104,97,100,111,119,49,68,76,111,100,0,18,115,97,109,112,108,101,114,0,0,18,117,0,0,18,108,
|
||||
111,100,0,0,0,0,0,1,0,12,0,115,104,97,100,111,119,50,68,80,114,111,106,76,111,100,0,1,0,0,21,115,
|
||||
97,109,112,108,101,114,0,0,1,0,0,12,99,111,111,114,100,0,0,1,0,0,9,108,111,100,0,0,0,1,3,2,0,11,1,
|
||||
117,0,0,0,9,18,117,0,59,115,0,18,99,111,111,114,100,0,59,115,0,18,99,111,111,114,100,0,59,113,0,49,
|
||||
20,0,9,18,117,0,59,116,0,18,99,111,111,114,100,0,59,116,0,18,99,111,111,114,100,0,59,113,0,49,20,0,
|
||||
9,18,117,0,59,112,0,18,99,111,111,114,100,0,59,112,0,18,99,111,111,114,100,0,59,113,0,49,20,0,8,58,
|
||||
115,104,97,100,111,119,50,68,76,111,100,0,18,115,97,109,112,108,101,114,0,0,18,117,0,0,18,108,111,
|
||||
100,0,0,0,0,0,0
|
||||
|
|
|
|||
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Reference in a new issue