forked from qt-creator/qt-creator
* Update all files in share folder Change-Id: I8a82c3eb2eb614d4339dd4c4e690f54b5f29d813 Reviewed-by: Alessandro Portale <alessandro.portale@theqtcompany.com>
456 lines
14 KiB
GLSL
456 lines
14 KiB
GLSL
/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of Qt Creator.
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**
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3 as published by the Free Software
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** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-3.0.html.
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**
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****************************************************************************/
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// Built-in constants.
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const int gl_MaxLights = 8;
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const int gl_MaxClipPlanes = 6;
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const int gl_MaxTextureUnits = 2;
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const int gl_MaxTextureCoords = 2;
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const int gl_MaxVertexAttribs = 16;
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const int gl_MaxVertexUniformComponents = 512;
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const int gl_MaxVaryingFloats = 32;
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const int gl_MaxVertexTextureImageUnits = 0;
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const int gl_MaxCombinedTextureImageUnits = 2;
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const int gl_MaxTextureImageUnits = 2;
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const int gl_MaxFragmentUniformComponents = 64;
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const int gl_MaxDrawBuffers = 1;
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// Built-in uniform state.
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uniform mat4 gl_ModelViewMatrix;
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uniform mat4 gl_ProjectionMatrix;
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uniform mat4 gl_ModelViewProjectionMatrix;
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uniform mat4 gl_TextureMatrix[gl_MaxTextureCoords];
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uniform mat3 gl_NormalMatrix;
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uniform mat4 gl_ModelViewMatrixInverse;
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uniform mat4 gl_ProjectionMatrixInverse;
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uniform mat4 gl_ModelViewProjectionMatrixInverse;
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uniform mat4 gl_TextureMatrixInverse[gl_MaxTextureCoords];
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uniform mat4 gl_ModelViewMatrixTranspose;
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uniform mat4 gl_ProjectionMatrixTranspose;
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uniform mat4 gl_ModelViewProjectionMatrixTranspose;
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uniform mat4 gl_TextureMatrixTranspose[gl_MaxTextureCoords];
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uniform mat4 gl_ModelViewMatrixInverseTranspose;
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uniform mat4 gl_ProjectionMatrixInverseTranspose;
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uniform mat4 gl_ModelViewProjectionMatrixInverseTranspose;
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uniform mat4 gl_TextureMatrixInverseTranspose[gl_MaxTextureCoords];
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uniform float gl_NormalScale;
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struct gl_DepthRangeParameters {
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float near;
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float far;
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float diff;
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};
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uniform gl_DepthRangeParameters gl_DepthRange;
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uniform vec4 gl_ClipPlane[gl_MaxClipPlanes];
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struct gl_PointParameters {
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float size;
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float sizeMin;
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float sizeMax;
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float fadeThresholdSize;
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float distanceConstantAttenuation;
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float distanceLinearAttenuation;
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float distanceQuadraticAttenuation;
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};
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uniform gl_PointParameters gl_Point;
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struct gl_MaterialParameters {
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vec4 emission;
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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float shininess;
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};
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uniform gl_MaterialParameters gl_FrontMaterial;
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uniform gl_MaterialParameters gl_BackMaterial;
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struct gl_LightSourceParameters {
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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vec4 position;
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vec4 halfVector;
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vec3 spotDirection;
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float spotExponent;
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float spotCutoff;
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float spotCosCutoff;
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float constantAttenuation;
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float linearAttenuation;
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float quadraticAttenuation;
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};
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uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights];
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struct gl_LightModelParameters {
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vec4 ambient;
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};
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uniform gl_LightModelParameters gl_LightModel;
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struct gl_LightModelProducts {
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vec4 sceneColor;
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};
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uniform gl_LightModelProducts gl_FrontLightModelProduct;
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uniform gl_LightModelProducts gl_BackLightModelProduct;
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struct gl_LightProducts {
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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};
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uniform gl_LightProducts gl_FrontLightProduct[gl_MaxLights];
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uniform gl_LightProducts gl_BackLightProduct[gl_MaxLights];
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uniform vec4 gl_TextureEnvColor[gl_MaxTextureUnits];
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uniform vec4 gl_EyePlaneS[gl_MaxTextureUnits];
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uniform vec4 gl_EyePlaneT[gl_MaxTextureUnits];
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uniform vec4 gl_EyePlaneR[gl_MaxTextureUnits];
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uniform vec4 gl_EyePlaneQ[gl_MaxTextureUnits];
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uniform vec4 gl_ObjectPlaneS[gl_MaxTextureUnits];
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uniform vec4 gl_ObjectPlaneT[gl_MaxTextureUnits];
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uniform vec4 gl_ObjectPlaneR[gl_MaxTextureUnits];
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uniform vec4 gl_ObjectPlaneQ[gl_MaxTextureUnits];
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struct gl_FogParameters {
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vec4 color;
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float density;
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float start;
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float end;
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float scale;
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};
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uniform gl_FogParameters gl_Fog;
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// Angle and trigonometry functions.
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float radians(float degress);
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vec2 radians(vec2 degress);
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vec3 radians(vec3 degress);
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vec4 radians(vec4 degress);
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float degrees(float radians);
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vec2 degrees(vec2 radians);
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vec3 degrees(vec3 radians);
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vec4 degrees(vec4 radians);
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float sin(float angle);
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vec2 sin(vec2 angle);
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vec3 sin(vec3 angle);
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vec4 sin(vec4 angle);
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float cos(float angle);
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vec2 cos(vec2 angle);
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vec3 cos(vec3 angle);
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vec4 cos(vec4 angle);
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float tan(float angle);
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vec2 tan(vec2 angle);
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vec3 tan(vec3 angle);
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vec4 tan(vec4 angle);
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float asin(float x);
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vec2 asin(vec2 x);
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vec3 asin(vec3 x);
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vec4 asin(vec4 x);
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float acos(float x);
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vec2 acos(vec2 x);
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vec3 acos(vec3 x);
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vec4 acos(vec4 x);
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float atan(float y, float x);
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vec2 atan(vec2 y, vec2 x);
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vec3 atan(vec3 y, vec3 x);
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vec4 atan(vec4 y, vec4 x);
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float atan(float y_over_x);
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vec2 atan(vec2 y_over_x);
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vec3 atan(vec3 y_over_x);
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vec4 atan(vec4 y_over_x);
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// Exponential functions.
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float pow(float x, float y);
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vec2 pow(vec2 x, vec2 y);
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vec3 pow(vec3 x, vec3 y);
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vec4 pow(vec4 x, vec4 y);
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float exp(float x);
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vec2 exp(vec2 x);
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vec3 exp(vec3 x);
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vec4 exp(vec4 x);
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float log(float x);
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vec2 log(vec2 x);
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vec3 log(vec3 x);
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vec4 log(vec4 x);
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float exp2(float x);
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vec2 exp2(vec2 x);
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vec3 exp2(vec3 x);
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vec4 exp2(vec4 x);
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float log2(float x);
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vec2 log2(vec2 x);
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vec3 log2(vec3 x);
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vec4 log2(vec4 x);
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float sqrt(float x);
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vec2 sqrt(vec2 x);
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vec3 sqrt(vec3 x);
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vec4 sqrt(vec4 x);
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float inversesqrt(float x);
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vec2 inversesqrt(vec2 x);
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vec3 inversesqrt(vec3 x);
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vec4 inversesqrt(vec4 x);
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// Common functions.
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float abs(float x);
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vec2 abs(vec2 x);
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vec3 abs(vec3 x);
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vec4 abs(vec4 x);
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float sign(float x);
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vec2 sign(vec2 x);
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vec3 sign(vec3 x);
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vec4 sign(vec4 x);
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float floor(float x);
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vec2 floor(vec2 x);
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vec3 floor(vec3 x);
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vec4 floor(vec4 x);
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float ceil(float x);
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vec2 ceil(vec2 x);
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vec3 ceil(vec3 x);
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vec4 ceil(vec4 x);
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float fract(float x);
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vec2 fract(vec2 x);
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vec3 fract(vec3 x);
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vec4 fract(vec4 x);
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float mod(float x, float y);
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vec2 mod(vec2 x, float y);
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vec3 mod(vec3 x, float y);
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vec4 mod(vec4 x, float y);
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float mod(float x, float y);
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vec2 mod(vec2 x, vec2 y);
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vec3 mod(vec3 x, vec3 y);
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vec4 mod(vec4 x, vec4 y);
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float min(float x, float y);
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vec2 min(vec2 x, float y);
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vec3 min(vec3 x, float y);
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vec4 min(vec4 x, float y);
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float min(float x, float y);
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vec2 min(vec2 x, vec2 y);
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vec3 min(vec3 x, vec3 y);
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vec4 min(vec4 x, vec4 y);
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float max(float x, float y);
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vec2 max(vec2 x, float y);
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vec3 max(vec3 x, float y);
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vec4 max(vec4 x, float y);
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float max(float x, float y);
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vec2 max(vec2 x, vec2 y);
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vec3 max(vec3 x, vec3 y);
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vec4 max(vec4 x, vec4 y);
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float clamp(float x, float minVal, float maxVal);
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vec2 clamp(vec2 x, vec2 minVal, vec2 maxVal);
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vec3 clamp(vec3 x, vec3 minVal, vec3 maxVal);
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vec4 clamp(vec4 x, vec4 minVal, vec4 maxVal);
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float clamp(float x, float minVal, float maxVal);
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vec2 clamp(vec2 x, float minVal, float maxVal);
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vec3 clamp(vec3 x, float minVal, float maxVal);
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vec4 clamp(vec4 x, float minVal, float maxVal);
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float mix(float x, float y, float a);
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vec2 mix(vec2 x, vec2 y, vec2 a);
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vec3 mix(vec3 x, vec3 y, vec3 a);
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vec4 mix(vec4 x, vec4 y, vec4 a);
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float mix(float x, float y, float a);
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vec2 mix(vec2 x, vec2 y, float a);
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vec3 mix(vec3 x, vec3 y, float a);
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vec4 mix(vec4 x, vec4 y, float a);
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float step(float edge, float x);
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vec2 step(vec2 edge, vec2 x);
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vec3 step(vec3 edge, vec3 x);
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vec4 step(vec4 edge, vec4 x);
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float step(float edge, float x);
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vec2 step(float edge, vec2 x);
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vec3 step(float edge, vec3 x);
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vec4 step(float edge, vec4 x);
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float smoothstep(float edge0, float edge1, float x);
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vec2 smoothstep(vec2 edge0, vec2 edge1, vec2 x);
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vec3 smoothstep(vec3 edge0, vec3 edge1, vec3 x);
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vec4 smoothstep(vec4 edge0, vec4 edge1, vec4 x);
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float smoothstep(float edge0, float edge1, float x);
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vec2 smoothstep(float edge0, float edge1, vec2 x);
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vec3 smoothstep(float edge0, float edge1, vec3 x);
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vec4 smoothstep(float edge0, float edge1, vec4 x);
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// Geometric functions.
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float length(float x);
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float length(vec2 x);
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float length(vec3 x);
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float length(vec4 x);
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float distance(float p0, float p1);
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float distance(vec2 p0, vec2 p1);
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float distance(vec3 p0, vec3 p1);
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float distance(vec4 p0, vec4 p1);
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float dot(float x, float y);
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float dot(vec2 x, vec2 y);
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float dot(vec3 x, vec3 y);
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float dot(vec4 x, vec4 y);
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vec3 cross(vec3 x, vec3 y);
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float normalize(float x);
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vec2 normalize(vec2 x);
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vec3 normalize(vec3 x);
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vec4 normalize(vec4 x);
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float faceforward(float N, float I, float Nref);
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vec2 faceforward(vec2 N, vec2 I, vec2 Nref);
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vec3 faceforward(vec3 N, vec3 I, vec3 Nref);
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vec4 faceforward(vec4 N, vec4 I, vec4 Nref);
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float reflect(float I, float N);
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vec2 reflect(vec2 I, vec2 N);
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vec3 reflect(vec3 I, vec3 N);
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vec4 reflect(vec4 I, vec4 N);
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float refract(float I, float N, float eta);
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vec2 refract(vec2 I, vec2 N, float eta);
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vec3 refract(vec3 I, vec3 N, float eta);
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vec4 refract(vec4 I, vec4 N, float eta);
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// Matrix functions.
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mat2 matrixCompMult(mat2 x, mat2 y);
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mat3 matrixCompMult(mat3 x, mat3 y);
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mat4 matrixCompMult(mat4 x, mat4 y);
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mat2x4 matrixCompMult(mat2x4 x, mat2x4 y);
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mat4x2 matrixCompMult(mat4x2 x, mat4x2 y);
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mat2x3 matrixCompMult(mat2x3 x, mat2x3 y);
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mat3x2 matrixCompMult(mat3x2 x, mat3x2 y);
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mat3x4 matrixCompMult(mat3x4 x, mat3x4 y);
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mat4x3 matrixCompMult(mat4x3 x, mat4x3 y);
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mat2 outerProduct(vec2 c, vec2 r);
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mat3 outerProduct(vec3 c, vec3 r);
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mat4 outerProduct(vec4 c, vec4 r);
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mat2x3 outerProduct(vec3 c, vec2 r);
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mat3x2 outerProduct(vec2 c, vec3 r);
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mat2x4 outerProduct(vec4 c, vec2 r);
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mat4x2 outerProduct(vec2 c, vec4 r);
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mat3x4 outerProduct(vec4 c, vec3 r);
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mat4x3 outerProduct(vec3 c, vec4 r);
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mat2 transpose(mat2 m);
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mat3 transpose(mat3 m);
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mat4 transpose(mat4 m);
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mat2x3 transpose(mat3x2 m);
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mat3x2 transpose(mat2x3 m);
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mat2x4 transpose(mat4x2 m);
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mat4x2 transpose(mat2x4 m);
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mat3x4 transpose(mat4x3 m);
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mat4x3 transpose(mat3x4 m);
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// Vector relational functions.
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bvec2 lessThan(vec2 x, vec2 y);
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bvec2 lessThan(ivec2 x, ivec2 y);
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bvec3 lessThan(vec3 x, vec3 y);
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bvec3 lessThan(ivec3 x, ivec3 y);
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bvec4 lessThan(vec4 x, vec4 y);
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bvec4 lessThan(ivec4 x, ivec4 y);
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bvec2 lessThanEqual(vec2 x, vec2 y);
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bvec2 lessThanEqual(ivec2 x, ivec2 y);
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bvec3 lessThanEqual(vec3 x, vec3 y);
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bvec3 lessThanEqual(ivec3 x, ivec3 y);
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bvec4 lessThanEqual(vec4 x, vec4 y);
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bvec4 lessThanEqual(ivec4 x, ivec4 y);
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bvec2 greaterThan(vec2 x, vec2 y);
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bvec2 greaterThan(ivec2 x, ivec2 y);
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bvec3 greaterThan(vec3 x, vec3 y);
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bvec3 greaterThan(ivec3 x, ivec3 y);
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bvec4 greaterThan(vec4 x, vec4 y);
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bvec4 greaterThan(ivec4 x, ivec4 y);
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bvec2 greaterThanEqual(vec2 x, vec2 y);
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bvec2 greaterThanEqual(ivec2 x, ivec2 y);
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bvec3 greaterThanEqual(vec3 x, vec3 y);
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bvec3 greaterThanEqual(ivec3 x, ivec3 y);
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bvec4 greaterThanEqual(vec4 x, vec4 y);
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bvec4 greaterThanEqual(ivec4 x, ivec4 y);
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bvec2 equal(vec2 x, vec2 y);
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bvec2 equal(ivec2 x, ivec2 y);
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bvec2 equal(bvec2 x, bvec2 y);
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bvec3 equal(vec3 x, vec3 y);
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bvec3 equal(ivec3 x, ivec3 y);
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bvec3 equal(bvec3 x, bvec3 y);
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bvec4 equal(vec4 x, vec4 y);
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bvec4 equal(ivec4 x, ivec4 y);
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bvec4 equal(bvec4 x, bvec4 y);
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bvec2 notEqual(vec2 x, vec2 y);
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bvec2 notEqual(ivec2 x, ivec2 y);
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bvec2 notEqual(bvec2 x, bvec2 y);
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bvec3 notEqual(vec3 x, vec3 y);
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bvec3 notEqual(ivec3 x, ivec3 y);
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bvec3 notEqual(bvec3 x, bvec3 y);
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bvec4 notEqual(vec4 x, vec4 y);
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bvec4 notEqual(ivec4 x, ivec4 y);
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bvec4 notEqual(bvec4 x, bvec4 y);
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bool any(bvec2 x);
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bool any(bvec3 x);
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bool any(bvec4 x);
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bool all(bvec2 x);
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bool all(bvec3 x);
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bool all(bvec4 x);
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bvec2 not(bvec2 x);
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bvec3 not(bvec3 x);
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bvec4 not(bvec4 x);
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// Texture lookup functions.
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vec4 texture1D(sampler1D sampler, float coord);
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vec4 texture1D(sampler1D sampler, float coord, float bias);
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vec4 texture1DProj(sampler1D sampler, vec2 coord);
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vec4 texture1DProj(sampler1D sampler, vec2 coord, float bias);
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vec4 texture1DProj(sampler1D sampler, vec4 coord);
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vec4 texture1DProj(sampler1D sampler, vec4 coord, float bias);
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vec4 texture2D(sampler2D sampler, vec2 coord);
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vec4 texture2D(sampler2D sampler, vec2 coord, float bias);
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vec4 texture2DProj(sampler2D sampler, vec3 coord);
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vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias);
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vec4 texture2DProj(sampler2D sampler, vec4 coord);
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vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias);
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vec4 texture3D(sampler3D sampler, vec3 coord);
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vec4 texture3D(sampler3D sampler, vec3 coord, float bias);
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vec4 texture3DProj(sampler3D sampler, vec4 coord);
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vec4 texture3DProj(sampler3D sampler, vec4 coord, float bias);
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vec4 textureCube(samplerCube sampler, vec3 coord);
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vec4 textureCube(samplerCube sampler, vec3 coord, float bias);
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vec4 shadow1D(sampler1DShadow sampler, vec3 coord);
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vec4 shadow1D(sampler1DShadow sampler, vec3 coord, float bias);
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vec4 shadow2D(sampler2DShadow sampler, vec3 coord);
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vec4 shadow2D(sampler2DShadow sampler, vec3 coord, float bias);
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vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord);
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vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord, float bias);
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vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord);
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vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord, float bias);
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// Noise functions.
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float noise1(float x);
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float noise1(vec2 x);
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float noise1(vec3 x);
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float noise1(vec4 x);
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vec2 noise2(float x);
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vec2 noise2(vec2 x);
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vec2 noise2(vec3 x);
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vec2 noise2(vec4 x);
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vec3 noise3(float x);
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vec3 noise3(vec2 x);
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vec3 noise3(vec3 x);
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vec3 noise3(vec4 x);
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vec4 noise4(float x);
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vec4 noise4(vec2 x);
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vec4 noise4(vec3 x);
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vec4 noise4(vec4 x);
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