forked from qt-creator/qt-creator
GPL-3.0 is deprecated by SPDX.
Change done by
find . -type f -exec perl -pi -e 's/LicenseRef-Qt-Commercial OR GPL-3.0(?!-)/LicenseRef-Qt-Commercial OR GPL-3.0-only/g' {} \;
Change-Id: If316a498e3f27d2030b86d4e7743b3237ce09939
Reviewed-by: Lucie Gerard <lucie.gerard@qt.io>
Reviewed-by: <github-actions-qt-creator@cristianadam.eu>
Reviewed-by: Eike Ziller <eike.ziller@qt.io>
49 lines
1.8 KiB
GLSL
49 lines
1.8 KiB
GLSL
// Copyright (C) 2016 The Qt Company Ltd.
|
|
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only 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);
|