Files
qt-creator/share/qtcreator/glsl/glsl_es_100_common.glsl
Tobias Hunger 38cce7eb83 Update License according to agreement with Free Qt Foundation
* Update all files in share folder

Change-Id: I8a82c3eb2eb614d4339dd4c4e690f54b5f29d813
Reviewed-by: Alessandro Portale <alessandro.portale@theqtcompany.com>
2016-01-19 16:05:29 +00:00

289 lines
8.7 KiB
GLSL

/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt Creator.
**
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 as published by the Free Software
** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
**
****************************************************************************/
// Built-in constants.
const mediump int gl_MaxVertexAttribs = 8;
const mediump int gl_MaxVertexUniformVectors = 128;
const mediump int gl_MaxVaryingVectors = 8;
const mediump int gl_MaxVertexTextureImageUnits = 0;
const mediump int gl_MaxCombinedTextureImageUnits = 8;
const mediump int gl_MaxTextureImageUnits = 8;
const mediump int gl_MaxFragmentUniformVectors = 16;
const mediump int gl_MaxDrawBuffers = 1;
// Built-in uniform state.
struct gl_DepthRangeParameters {
highp float near;
highp float far;
highp float diff;
};
uniform gl_DepthRangeParameters gl_DepthRange;
// Angle and trigonometry functions.
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);
// Exponential functions.
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);
// Common functions.
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);
vec3 cross(vec3 x, vec3 y);
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);
// Matrix functions.
mat2 matrixCompMult(mat2 x, mat2 y);
mat3 matrixCompMult(mat3 x, mat3 y);
mat4 matrixCompMult(mat4 x, mat4 y);
// 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);
// Texture lookup functions.
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 textureCube(samplerCube sampler, vec3 coord);
vec4 textureCube(samplerCube sampler, vec3 coord, float bias);