| 
									
										
										
										
											2010-11-29 09:30:56 +10:00
										 |  |  | /************************************************************************** | 
					
						
							|  |  |  | ** | 
					
						
							|  |  |  | ** This file is part of Qt Creator | 
					
						
							|  |  |  | ** | 
					
						
							| 
									
										
										
										
											2012-01-26 18:33:46 +01:00
										 |  |  | ** Copyright (c) 2012 Nokia Corporation and/or its subsidiary(-ies). | 
					
						
							| 
									
										
										
										
											2010-11-29 09:30:56 +10:00
										 |  |  | ** | 
					
						
							| 
									
										
										
										
											2011-11-02 15:59:12 +01:00
										 |  |  | ** Contact: Nokia Corporation (qt-info@nokia.com) | 
					
						
							| 
									
										
										
										
											2010-11-29 09:30:56 +10:00
										 |  |  | ** | 
					
						
							|  |  |  | ** | 
					
						
							|  |  |  | ** GNU Lesser General Public License Usage | 
					
						
							|  |  |  | ** | 
					
						
							| 
									
										
										
										
											2011-04-13 08:42:33 +02:00
										 |  |  | ** 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. | 
					
						
							| 
									
										
										
										
											2010-11-29 09:30:56 +10:00
										 |  |  | ** | 
					
						
							| 
									
										
										
										
											2010-12-17 17:14:20 +01:00
										 |  |  | ** In addition, as a special exception, Nokia gives you certain additional | 
					
						
							| 
									
										
										
										
											2011-04-13 08:42:33 +02:00
										 |  |  | ** rights. These rights are described in the Nokia Qt LGPL Exception | 
					
						
							| 
									
										
										
										
											2010-12-17 17:14:20 +01:00
										 |  |  | ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. | 
					
						
							|  |  |  | ** | 
					
						
							| 
									
										
										
										
											2011-04-13 08:42:33 +02:00
										 |  |  | ** 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. | 
					
						
							|  |  |  | ** | 
					
						
							| 
									
										
										
										
											2010-12-17 17:14:20 +01:00
										 |  |  | ** If you have questions regarding the use of this file, please contact | 
					
						
							| 
									
										
										
										
											2011-11-02 15:59:12 +01:00
										 |  |  | ** Nokia at qt-info@nokia.com. | 
					
						
							| 
									
										
										
										
											2010-11-29 09:30:56 +10:00
										 |  |  | ** | 
					
						
							|  |  |  | **************************************************************************/ | 
					
						
							| 
									
										
										
										
											2010-11-26 14:03:05 +01:00
										 |  |  | 
 | 
					
						
							|  |  |  | // 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. | 
					
						
							| 
									
										
										
										
											2010-11-29 09:30:56 +10:00
										 |  |  | 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); | 
					
						
							| 
									
										
										
										
											2010-11-26 14:03:05 +01:00
										 |  |  | 
 | 
					
						
							|  |  |  | // Exponential functions. | 
					
						
							| 
									
										
										
										
											2010-11-29 09:30:56 +10:00
										 |  |  | 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); | 
					
						
							| 
									
										
										
										
											2010-11-26 14:03:05 +01:00
										 |  |  | 
 | 
					
						
							|  |  |  | // Common functions. | 
					
						
							| 
									
										
										
										
											2010-11-29 09:30:56 +10:00
										 |  |  | 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); | 
					
						
							| 
									
										
										
										
											2010-11-26 14:03:05 +01:00
										 |  |  | vec3 cross(vec3 x, vec3 y); | 
					
						
							| 
									
										
										
										
											2010-11-29 09:30:56 +10:00
										 |  |  | 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); | 
					
						
							| 
									
										
										
										
											2010-11-26 14:03:05 +01:00
										 |  |  | 
 | 
					
						
							|  |  |  | // 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); | 
					
						
							| 
									
										
										
										
											2010-11-29 09:30:56 +10:00
										 |  |  | 
 | 
					
						
							|  |  |  | // 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); |