/**************************************************************************** ** ** Copyright (C) 2012 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of Qt Creator. ** ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ****************************************************************************/ // Built-in constants. const int gl_MaxLights = 8; const int gl_MaxClipPlanes = 6; const int gl_MaxTextureUnits = 2; const int gl_MaxTextureCoords = 2; const int gl_MaxVertexAttribs = 16; const int gl_MaxVertexUniformComponents = 512; const int gl_MaxVaryingFloats = 32; const int gl_MaxVertexTextureImageUnits = 0; const int gl_MaxCombinedTextureImageUnits = 2; const int gl_MaxTextureImageUnits = 2; const int gl_MaxFragmentUniformComponents = 64; const int gl_MaxDrawBuffers = 1; // Built-in uniform state. uniform mat4 gl_ModelViewMatrix; uniform mat4 gl_ProjectionMatrix; uniform mat4 gl_ModelViewProjectionMatrix; uniform mat4 gl_TextureMatrix[gl_MaxTextureCoords]; uniform mat3 gl_NormalMatrix; uniform mat4 gl_ModelViewMatrixInverse; uniform mat4 gl_ProjectionMatrixInverse; uniform mat4 gl_ModelViewProjectionMatrixInverse; uniform mat4 gl_TextureMatrixInverse[gl_MaxTextureCoords]; uniform mat4 gl_ModelViewMatrixTranspose; uniform mat4 gl_ProjectionMatrixTranspose; uniform mat4 gl_ModelViewProjectionMatrixTranspose; uniform mat4 gl_TextureMatrixTranspose[gl_MaxTextureCoords]; uniform mat4 gl_ModelViewMatrixInverseTranspose; uniform mat4 gl_ProjectionMatrixInverseTranspose; uniform mat4 gl_ModelViewProjectionMatrixInverseTranspose; uniform mat4 gl_TextureMatrixInverseTranspose[gl_MaxTextureCoords]; uniform float gl_NormalScale; struct gl_DepthRangeParameters { float near; float far; float diff; }; uniform gl_DepthRangeParameters gl_DepthRange; uniform vec4 gl_ClipPlane[gl_MaxClipPlanes]; struct gl_PointParameters { float size; float sizeMin; float sizeMax; float fadeThresholdSize; float distanceConstantAttenuation; float distanceLinearAttenuation; float distanceQuadraticAttenuation; }; uniform gl_PointParameters gl_Point; struct gl_MaterialParameters { vec4 emission; vec4 ambient; vec4 diffuse; vec4 specular; float shininess; }; uniform gl_MaterialParameters gl_FrontMaterial; uniform gl_MaterialParameters gl_BackMaterial; struct gl_LightSourceParameters { vec4 ambient; vec4 diffuse; vec4 specular; vec4 position; vec4 halfVector; vec3 spotDirection; float spotExponent; float spotCutoff; float spotCosCutoff; float constantAttenuation; float linearAttenuation; float quadraticAttenuation; }; uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights]; struct gl_LightModelParameters { vec4 ambient; }; uniform gl_LightModelParameters gl_LightModel; struct gl_LightModelProducts { vec4 sceneColor; }; uniform gl_LightModelProducts gl_FrontLightModelProduct; uniform gl_LightModelProducts gl_BackLightModelProduct; struct gl_LightProducts { vec4 ambient; vec4 diffuse; vec4 specular; }; uniform gl_LightProducts gl_FrontLightProduct[gl_MaxLights]; uniform gl_LightProducts gl_BackLightProduct[gl_MaxLights]; uniform vec4 gl_TextureEnvColor[gl_MaxTextureUnits]; uniform vec4 gl_EyePlaneS[gl_MaxTextureUnits]; uniform vec4 gl_EyePlaneT[gl_MaxTextureUnits]; uniform vec4 gl_EyePlaneR[gl_MaxTextureUnits]; uniform vec4 gl_EyePlaneQ[gl_MaxTextureUnits]; uniform vec4 gl_ObjectPlaneS[gl_MaxTextureUnits]; uniform vec4 gl_ObjectPlaneT[gl_MaxTextureUnits]; uniform vec4 gl_ObjectPlaneR[gl_MaxTextureUnits]; uniform vec4 gl_ObjectPlaneQ[gl_MaxTextureUnits]; struct gl_FogParameters { vec4 color; float density; float start; float end; float scale; }; uniform gl_FogParameters gl_Fog; // Angle and trigonometry functions. float radians(float degress); vec2 radians(vec2 degress); vec3 radians(vec3 degress); vec4 radians(vec4 degress); float degrees(float radians); vec2 degrees(vec2 radians); vec3 degrees(vec3 radians); vec4 degrees(vec4 radians); float sin(float angle); vec2 sin(vec2 angle); vec3 sin(vec3 angle); vec4 sin(vec4 angle); float cos(float angle); vec2 cos(vec2 angle); vec3 cos(vec3 angle); vec4 cos(vec4 angle); float tan(float angle); vec2 tan(vec2 angle); vec3 tan(vec3 angle); vec4 tan(vec4 angle); float asin(float x); vec2 asin(vec2 x); vec3 asin(vec3 x); vec4 asin(vec4 x); float acos(float x); vec2 acos(vec2 x); vec3 acos(vec3 x); vec4 acos(vec4 x); float atan(float y, float x); vec2 atan(vec2 y, vec2 x); vec3 atan(vec3 y, vec3 x); vec4 atan(vec4 y, vec4 x); float atan(float y_over_x); vec2 atan(vec2 y_over_x); vec3 atan(vec3 y_over_x); vec4 atan(vec4 y_over_x); // Exponential functions. float pow(float x, float y); vec2 pow(vec2 x, vec2 y); vec3 pow(vec3 x, vec3 y); vec4 pow(vec4 x, vec4 y); float exp(float x); vec2 exp(vec2 x); vec3 exp(vec3 x); vec4 exp(vec4 x); float log(float x); vec2 log(vec2 x); vec3 log(vec3 x); vec4 log(vec4 x); float exp2(float x); vec2 exp2(vec2 x); vec3 exp2(vec3 x); vec4 exp2(vec4 x); float log2(float x); vec2 log2(vec2 x); vec3 log2(vec3 x); vec4 log2(vec4 x); float sqrt(float x); vec2 sqrt(vec2 x); vec3 sqrt(vec3 x); vec4 sqrt(vec4 x); float inversesqrt(float x); vec2 inversesqrt(vec2 x); vec3 inversesqrt(vec3 x); vec4 inversesqrt(vec4 x); // Common functions. float abs(float x); vec2 abs(vec2 x); vec3 abs(vec3 x); vec4 abs(vec4 x); float sign(float x); vec2 sign(vec2 x); vec3 sign(vec3 x); vec4 sign(vec4 x); float floor(float x); vec2 floor(vec2 x); vec3 floor(vec3 x); vec4 floor(vec4 x); float ceil(float x); vec2 ceil(vec2 x); vec3 ceil(vec3 x); vec4 ceil(vec4 x); float fract(float x); vec2 fract(vec2 x); vec3 fract(vec3 x); vec4 fract(vec4 x); float mod(float x, float y); vec2 mod(vec2 x, float y); vec3 mod(vec3 x, float y); vec4 mod(vec4 x, float y); float mod(float x, float y); vec2 mod(vec2 x, vec2 y); vec3 mod(vec3 x, vec3 y); vec4 mod(vec4 x, vec4 y); float min(float x, float y); vec2 min(vec2 x, float y); vec3 min(vec3 x, float y); vec4 min(vec4 x, float y); float min(float x, float y); vec2 min(vec2 x, vec2 y); vec3 min(vec3 x, vec3 y); vec4 min(vec4 x, vec4 y); float max(float x, float y); vec2 max(vec2 x, float y); vec3 max(vec3 x, float y); vec4 max(vec4 x, float y); float max(float x, float y); vec2 max(vec2 x, vec2 y); vec3 max(vec3 x, vec3 y); vec4 max(vec4 x, vec4 y); float clamp(float x, float minVal, float maxVal); vec2 clamp(vec2 x, vec2 minVal, vec2 maxVal); vec3 clamp(vec3 x, vec3 minVal, vec3 maxVal); vec4 clamp(vec4 x, vec4 minVal, vec4 maxVal); float clamp(float x, float minVal, float maxVal); vec2 clamp(vec2 x, float minVal, float maxVal); vec3 clamp(vec3 x, float minVal, float maxVal); vec4 clamp(vec4 x, float minVal, float maxVal); float mix(float x, float y, float a); vec2 mix(vec2 x, vec2 y, vec2 a); vec3 mix(vec3 x, vec3 y, vec3 a); vec4 mix(vec4 x, vec4 y, vec4 a); float mix(float x, float y, float a); vec2 mix(vec2 x, vec2 y, float a); vec3 mix(vec3 x, vec3 y, float a); vec4 mix(vec4 x, vec4 y, float a); float step(float edge, float x); vec2 step(vec2 edge, vec2 x); vec3 step(vec3 edge, vec3 x); vec4 step(vec4 edge, vec4 x); float step(float edge, float x); vec2 step(float edge, vec2 x); vec3 step(float edge, vec3 x); vec4 step(float edge, vec4 x); float smoothstep(float edge0, float edge1, float x); vec2 smoothstep(vec2 edge0, vec2 edge1, vec2 x); vec3 smoothstep(vec3 edge0, vec3 edge1, vec3 x); vec4 smoothstep(vec4 edge0, vec4 edge1, vec4 x); float smoothstep(float edge0, float edge1, float x); vec2 smoothstep(float edge0, float edge1, vec2 x); vec3 smoothstep(float edge0, float edge1, vec3 x); vec4 smoothstep(float edge0, float edge1, vec4 x); // Geometric functions. float length(float x); float length(vec2 x); float length(vec3 x); float length(vec4 x); float distance(float p0, float p1); float distance(vec2 p0, vec2 p1); float distance(vec3 p0, vec3 p1); float distance(vec4 p0, vec4 p1); float dot(float x, float y); float dot(vec2 x, vec2 y); float dot(vec3 x, vec3 y); float dot(vec4 x, vec4 y); vec3 cross(vec3 x, vec3 y); float normalize(float x); vec2 normalize(vec2 x); vec3 normalize(vec3 x); vec4 normalize(vec4 x); float faceforward(float N, float I, float Nref); vec2 faceforward(vec2 N, vec2 I, vec2 Nref); vec3 faceforward(vec3 N, vec3 I, vec3 Nref); vec4 faceforward(vec4 N, vec4 I, vec4 Nref); float reflect(float I, float N); vec2 reflect(vec2 I, vec2 N); vec3 reflect(vec3 I, vec3 N); vec4 reflect(vec4 I, vec4 N); float refract(float I, float N, float eta); vec2 refract(vec2 I, vec2 N, float eta); vec3 refract(vec3 I, vec3 N, float eta); vec4 refract(vec4 I, vec4 N, float eta); // Matrix functions. mat2 matrixCompMult(mat2 x, mat2 y); mat3 matrixCompMult(mat3 x, mat3 y); mat4 matrixCompMult(mat4 x, mat4 y); mat2x4 matrixCompMult(mat2x4 x, mat2x4 y); mat4x2 matrixCompMult(mat4x2 x, mat4x2 y); mat2x3 matrixCompMult(mat2x3 x, mat2x3 y); mat3x2 matrixCompMult(mat3x2 x, mat3x2 y); mat3x4 matrixCompMult(mat3x4 x, mat3x4 y); mat4x3 matrixCompMult(mat4x3 x, mat4x3 y); mat2 outerProduct(vec2 c, vec2 r); mat3 outerProduct(vec3 c, vec3 r); mat4 outerProduct(vec4 c, vec4 r); mat2x3 outerProduct(vec3 c, vec2 r); mat3x2 outerProduct(vec2 c, vec3 r); mat2x4 outerProduct(vec4 c, vec2 r); mat4x2 outerProduct(vec2 c, vec4 r); mat3x4 outerProduct(vec4 c, vec3 r); mat4x3 outerProduct(vec3 c, vec4 r); mat2 transpose(mat2 m); mat3 transpose(mat3 m); mat4 transpose(mat4 m); mat2x3 transpose(mat3x2 m); mat3x2 transpose(mat2x3 m); mat2x4 transpose(mat4x2 m); mat4x2 transpose(mat2x4 m); mat3x4 transpose(mat4x3 m); mat4x3 transpose(mat3x4 m); // Vector relational functions. bvec2 lessThan(vec2 x, vec2 y); bvec2 lessThan(ivec2 x, ivec2 y); bvec3 lessThan(vec3 x, vec3 y); bvec3 lessThan(ivec3 x, ivec3 y); bvec4 lessThan(vec4 x, vec4 y); bvec4 lessThan(ivec4 x, ivec4 y); bvec2 lessThanEqual(vec2 x, vec2 y); bvec2 lessThanEqual(ivec2 x, ivec2 y); bvec3 lessThanEqual(vec3 x, vec3 y); bvec3 lessThanEqual(ivec3 x, ivec3 y); bvec4 lessThanEqual(vec4 x, vec4 y); bvec4 lessThanEqual(ivec4 x, ivec4 y); bvec2 greaterThan(vec2 x, vec2 y); bvec2 greaterThan(ivec2 x, ivec2 y); bvec3 greaterThan(vec3 x, vec3 y); bvec3 greaterThan(ivec3 x, ivec3 y); bvec4 greaterThan(vec4 x, vec4 y); bvec4 greaterThan(ivec4 x, ivec4 y); bvec2 greaterThanEqual(vec2 x, vec2 y); bvec2 greaterThanEqual(ivec2 x, ivec2 y); bvec3 greaterThanEqual(vec3 x, vec3 y); bvec3 greaterThanEqual(ivec3 x, ivec3 y); bvec4 greaterThanEqual(vec4 x, vec4 y); bvec4 greaterThanEqual(ivec4 x, ivec4 y); bvec2 equal(vec2 x, vec2 y); bvec2 equal(ivec2 x, ivec2 y); bvec2 equal(bvec2 x, bvec2 y); bvec3 equal(vec3 x, vec3 y); bvec3 equal(ivec3 x, ivec3 y); bvec3 equal(bvec3 x, bvec3 y); bvec4 equal(vec4 x, vec4 y); bvec4 equal(ivec4 x, ivec4 y); bvec4 equal(bvec4 x, bvec4 y); bvec2 notEqual(vec2 x, vec2 y); bvec2 notEqual(ivec2 x, ivec2 y); bvec2 notEqual(bvec2 x, bvec2 y); bvec3 notEqual(vec3 x, vec3 y); bvec3 notEqual(ivec3 x, ivec3 y); bvec3 notEqual(bvec3 x, bvec3 y); bvec4 notEqual(vec4 x, vec4 y); bvec4 notEqual(ivec4 x, ivec4 y); bvec4 notEqual(bvec4 x, bvec4 y); bool any(bvec2 x); bool any(bvec3 x); bool any(bvec4 x); bool all(bvec2 x); bool all(bvec3 x); bool all(bvec4 x); bvec2 not(bvec2 x); bvec3 not(bvec3 x); bvec4 not(bvec4 x); // Texture lookup functions. vec4 texture1D(sampler1D sampler, float coord); vec4 texture1D(sampler1D sampler, float coord, float bias); vec4 texture1DProj(sampler1D sampler, vec2 coord); vec4 texture1DProj(sampler1D sampler, vec2 coord, float bias); vec4 texture1DProj(sampler1D sampler, vec4 coord); vec4 texture1DProj(sampler1D sampler, vec4 coord, float bias); vec4 texture2D(sampler2D sampler, vec2 coord); vec4 texture2D(sampler2D sampler, vec2 coord, float bias); vec4 texture2DProj(sampler2D sampler, vec3 coord); vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias); vec4 texture2DProj(sampler2D sampler, vec4 coord); vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias); vec4 texture3D(sampler3D sampler, vec3 coord); vec4 texture3D(sampler3D sampler, vec3 coord, float bias); vec4 texture3DProj(sampler3D sampler, vec4 coord); vec4 texture3DProj(sampler3D sampler, vec4 coord, float bias); vec4 textureCube(samplerCube sampler, vec3 coord); vec4 textureCube(samplerCube sampler, vec3 coord, float bias); vec4 shadow1D(sampler1DShadow sampler, vec3 coord); vec4 shadow1D(sampler1DShadow sampler, vec3 coord, float bias); vec4 shadow2D(sampler2DShadow sampler, vec3 coord); vec4 shadow2D(sampler2DShadow sampler, vec3 coord, float bias); vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord); vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord, float bias); vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord); vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord, float bias); // Noise functions. float noise1(float x); float noise1(vec2 x); float noise1(vec3 x); float noise1(vec4 x); vec2 noise2(float x); vec2 noise2(vec2 x); vec2 noise2(vec3 x); vec2 noise2(vec4 x); vec3 noise3(float x); vec3 noise3(vec2 x); vec3 noise3(vec3 x); vec3 noise3(vec4 x); vec4 noise4(float x); vec4 noise4(vec2 x); vec4 noise4(vec3 x); vec4 noise4(vec4 x);