/************************************************************************** ** ** This file is part of Qt Creator ** ** Copyright (c) 2011 Nokia Corporation and/or its subsidiary(-ies). ** ** Contact: Nokia Corporation (qt-info@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. ** **************************************************************************/ // Vertex shader special variables. vec4 gl_Position; float gl_PointSize; vec4 gl_ClipVertex; // Vertex shader built-in attributes. attribute vec4 gl_Color; attribute vec4 gl_SecondaryColor; attribute vec3 gl_Normal; attribute vec4 gl_Vertex; attribute vec4 gl_MultiTexCoord0; attribute vec4 gl_MultiTexCoord1; attribute vec4 gl_MultiTexCoord2; attribute vec4 gl_MultiTexCoord3; attribute vec4 gl_MultiTexCoord4; attribute vec4 gl_MultiTexCoord5; attribute vec4 gl_MultiTexCoord6; attribute vec4 gl_MultiTexCoord7; attribute float gl_FogCoord; // Varying variables. varying vec4 gl_FrontColor; varying vec4 gl_BackColor; varying vec4 gl_FrontSecondaryColor; varying vec4 gl_BackSecondaryColor; varying vec4 gl_TexCoord[]; varying float gl_FogFragCoord; // Common functions. vec4 ftransform(); // Texture level-of-detail functions. vec4 texture1DLod(sampler1D sampler, float coord, float lod); vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod); vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); vec4 texture3DLod(sampler3D sampler, vec3 coord, float lod); vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod); vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod); vec4 shadow1DLod(sampler1DShadow sampler, vec3 coord, float lod); vec4 shadow2DLod(sampler2DShadow sampler, vec3 coord, float lod); vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod); vec4 shadow2DProjLod(sampler2DShadow sampler, vec4 coord, float lod);