summaryrefslogtreecommitdiff
path: root/share/qtcreator/glsl/glsl_120_common.glsl
blob: 297d1048884a2523abb3f85a1972cc76801918f2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
/**************************************************************************
**
** This file is part of Qt Creator
**
** Copyright (c) 2011 Nokia Corporation and/or its subsidiary(-ies).
**
** Contact: Nokia Corporation (info@qt.nokia.com)
**
**
** GNU Lesser General Public License Usage
**
** 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, Nokia gives you certain additional
** rights. These rights are described in the Nokia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** Other Usage
**
** Alternatively, this file may be used in accordance with the terms and
** conditions contained in a signed written agreement between you and Nokia.
**
** If you have questions regarding the use of this file, please contact
** Nokia at qt-info@nokia.com.
**
**************************************************************************/

// 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);