Files
qt-creator/share/qtcreator/glsl/glsl_120.vert
Lucie Gérard a7956df3ca Use SPDX license identifiers
Replace the current license disclaimer in files by
a SPDX-License-Identifier.

Task-number: QTBUG-67283
Change-Id: I708fd1f9f2b73d60f57cc3568646929117825813
Reviewed-by: Eike Ziller <eike.ziller@qt.io>
2022-08-26 12:27:18 +00:00

49 lines
1.8 KiB
GLSL

// Copyright (C) 2016 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0 WITH Qt-GPL-exception-1.0
// 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);