1*4882a593SmuzhiyunFrom b695c3a3fa3f4cd48c13aa26542110de27075518 Mon Sep 17 00:00:00 2001
2*4882a593SmuzhiyunFrom: Drew Moseley <drew_moseley@mentor.com>
3*4882a593SmuzhiyunDate: Mon, 12 May 2014 15:22:32 -0400
4*4882a593SmuzhiyunSubject: [PATCH 1/9] mesa-demos: Add missing data files.
5*4882a593Smuzhiyun
6*4882a593SmuzhiyunAdd some data files that are present in the git repository:
7*4882a593Smuzhiyun   http://cgit.freedesktop.org/mesa/demos/tree/?id=mesa-demos-8.1.0
8*4882a593Smuzhiyunbut not in the release tarball
9*4882a593Smuzhiyun   ftp://ftp.freedesktop.org/pub/mesa/demos/8.1.0/mesa-demos-8.1.0.tar.bz2
10*4882a593Smuzhiyun
11*4882a593SmuzhiyunUpstream-Status: Backport
12*4882a593SmuzhiyunSigned-off-by: Drew Moseley <drew_moseley@mentor.com>
13*4882a593SmuzhiyunSigned-off-by: Martin Jansa <Martin.Jansa@gmail.com>
14*4882a593Smuzhiyun---
15*4882a593Smuzhiyun src/fpglsl/depth-read.glsl      |   4 +
16*4882a593Smuzhiyun src/fpglsl/infinite-loop.glsl   |   7 +
17*4882a593Smuzhiyun src/glsl/CH11-bumpmaptex.frag   |  47 +++++++
18*4882a593Smuzhiyun src/glsl/blinking-teapot.frag   |  31 +++++
19*4882a593Smuzhiyun src/glsl/blinking-teapot.vert   |  16 +++
20*4882a593Smuzhiyun src/glsl/convolution.frag       |  21 +++
21*4882a593Smuzhiyun src/glsl/simplex-noise.glsl     | 279 ++++++++++++++++++++++++++++++++++++++++
22*4882a593Smuzhiyun src/glsl/skinning.vert          |  24 ++++
23*4882a593Smuzhiyun src/perf/glslstateschange1.frag |  19 +++
24*4882a593Smuzhiyun src/perf/glslstateschange1.vert |  14 ++
25*4882a593Smuzhiyun src/perf/glslstateschange2.frag |  17 +++
26*4882a593Smuzhiyun src/perf/glslstateschange2.vert |  14 ++
27*4882a593Smuzhiyun src/vpglsl/infinite-loop.glsl   |   8 ++
28*4882a593Smuzhiyun 13 files changed, 501 insertions(+)
29*4882a593Smuzhiyun create mode 100644 src/fpglsl/depth-read.glsl
30*4882a593Smuzhiyun create mode 100644 src/fpglsl/infinite-loop.glsl
31*4882a593Smuzhiyun create mode 100644 src/glsl/CH11-bumpmaptex.frag
32*4882a593Smuzhiyun create mode 100644 src/glsl/blinking-teapot.frag
33*4882a593Smuzhiyun create mode 100644 src/glsl/blinking-teapot.vert
34*4882a593Smuzhiyun create mode 100644 src/glsl/convolution.frag
35*4882a593Smuzhiyun create mode 100644 src/glsl/simplex-noise.glsl
36*4882a593Smuzhiyun create mode 100644 src/glsl/skinning.vert
37*4882a593Smuzhiyun create mode 100644 src/perf/glslstateschange1.frag
38*4882a593Smuzhiyun create mode 100644 src/perf/glslstateschange1.vert
39*4882a593Smuzhiyun create mode 100644 src/perf/glslstateschange2.frag
40*4882a593Smuzhiyun create mode 100644 src/perf/glslstateschange2.vert
41*4882a593Smuzhiyun create mode 100644 src/vpglsl/infinite-loop.glsl
42*4882a593Smuzhiyun
43*4882a593Smuzhiyundiff --git a/src/fpglsl/depth-read.glsl b/src/fpglsl/depth-read.glsl
44*4882a593Smuzhiyunnew file mode 100644
45*4882a593Smuzhiyunindex 0000000..86d298e
46*4882a593Smuzhiyun--- /dev/null
47*4882a593Smuzhiyun+++ b/src/fpglsl/depth-read.glsl
48*4882a593Smuzhiyun@@ -0,0 +1,4 @@
49*4882a593Smuzhiyun+void main()
50*4882a593Smuzhiyun+{
51*4882a593Smuzhiyun+   gl_FragColor = gl_FragCoord.zzzz;
52*4882a593Smuzhiyun+}
53*4882a593Smuzhiyundiff --git a/src/fpglsl/infinite-loop.glsl b/src/fpglsl/infinite-loop.glsl
54*4882a593Smuzhiyunnew file mode 100644
55*4882a593Smuzhiyunindex 0000000..c6dc6ee
56*4882a593Smuzhiyun--- /dev/null
57*4882a593Smuzhiyun+++ b/src/fpglsl/infinite-loop.glsl
58*4882a593Smuzhiyun@@ -0,0 +1,7 @@
59*4882a593Smuzhiyun+void main() {
60*4882a593Smuzhiyun+   vec4 sum = vec4(0);
61*4882a593Smuzhiyun+   for (int i = 1; i != 2; i += 2) {
62*4882a593Smuzhiyun+      sum += vec4(0.1, 0.1, 0.1, 0.1);
63*4882a593Smuzhiyun+   }
64*4882a593Smuzhiyun+   gl_FragColor = sum;
65*4882a593Smuzhiyun+}
66*4882a593Smuzhiyundiff --git a/src/glsl/CH11-bumpmaptex.frag b/src/glsl/CH11-bumpmaptex.frag
67*4882a593Smuzhiyunnew file mode 100644
68*4882a593Smuzhiyunindex 0000000..b5dabb4
69*4882a593Smuzhiyun--- /dev/null
70*4882a593Smuzhiyun+++ b/src/glsl/CH11-bumpmaptex.frag
71*4882a593Smuzhiyun@@ -0,0 +1,47 @@
72*4882a593Smuzhiyun+//
73*4882a593Smuzhiyun+// Fragment shader for procedural bumps
74*4882a593Smuzhiyun+//
75*4882a593Smuzhiyun+// Authors: John Kessenich, Randi Rost
76*4882a593Smuzhiyun+//
77*4882a593Smuzhiyun+// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
78*4882a593Smuzhiyun+//
79*4882a593Smuzhiyun+// See 3Dlabs-License.txt for license information
80*4882a593Smuzhiyun+//
81*4882a593Smuzhiyun+// Texture mapping/modulation added by Brian Paul
82*4882a593Smuzhiyun+//
83*4882a593Smuzhiyun+
84*4882a593Smuzhiyun+varying vec3 LightDir;
85*4882a593Smuzhiyun+varying vec3 EyeDir;
86*4882a593Smuzhiyun+
87*4882a593Smuzhiyun+uniform float BumpDensity;     // = 16.0
88*4882a593Smuzhiyun+uniform float BumpSize;        // = 0.15
89*4882a593Smuzhiyun+uniform float SpecularFactor;  // = 0.5
90*4882a593Smuzhiyun+
91*4882a593Smuzhiyun+uniform sampler2D Tex;
92*4882a593Smuzhiyun+
93*4882a593Smuzhiyun+void main()
94*4882a593Smuzhiyun+{
95*4882a593Smuzhiyun+    vec3 ambient = vec3(0.25);
96*4882a593Smuzhiyun+    vec3 litColor;
97*4882a593Smuzhiyun+    vec2 c = BumpDensity * gl_TexCoord[0].st;
98*4882a593Smuzhiyun+    vec2 p = fract(c) - vec2(0.5);
99*4882a593Smuzhiyun+
100*4882a593Smuzhiyun+    float d, f;
101*4882a593Smuzhiyun+    d = p.x * p.x + p.y * p.y;
102*4882a593Smuzhiyun+    f = inversesqrt(d + 1.0);
103*4882a593Smuzhiyun+
104*4882a593Smuzhiyun+    if (d >= BumpSize)
105*4882a593Smuzhiyun+        { p = vec2(0.0); f = 1.0; }
106*4882a593Smuzhiyun+
107*4882a593Smuzhiyun+    vec3 SurfaceColor = texture2D(Tex, gl_TexCoord[0].st).xyz;
108*4882a593Smuzhiyun+
109*4882a593Smuzhiyun+    vec3 normDelta = vec3(p.x, p.y, 1.0) * f;
110*4882a593Smuzhiyun+    litColor = SurfaceColor * (ambient + max(dot(normDelta, LightDir), 0.0));
111*4882a593Smuzhiyun+    vec3 reflectDir = reflect(LightDir, normDelta);
112*4882a593Smuzhiyun+
113*4882a593Smuzhiyun+    float spec = max(dot(EyeDir, reflectDir), 0.0);
114*4882a593Smuzhiyun+    spec *= SpecularFactor;
115*4882a593Smuzhiyun+    litColor = min(litColor + spec, vec3(1.0));
116*4882a593Smuzhiyun+
117*4882a593Smuzhiyun+    gl_FragColor = vec4(litColor, 1.0);
118*4882a593Smuzhiyun+}
119*4882a593Smuzhiyundiff --git a/src/glsl/blinking-teapot.frag b/src/glsl/blinking-teapot.frag
120*4882a593Smuzhiyunnew file mode 100644
121*4882a593Smuzhiyunindex 0000000..0db060b
122*4882a593Smuzhiyun--- /dev/null
123*4882a593Smuzhiyun+++ b/src/glsl/blinking-teapot.frag
124*4882a593Smuzhiyun@@ -0,0 +1,31 @@
125*4882a593Smuzhiyun+#extension GL_ARB_uniform_buffer_object : enable
126*4882a593Smuzhiyun+
127*4882a593Smuzhiyun+layout(std140) uniform colors0
128*4882a593Smuzhiyun+{
129*4882a593Smuzhiyun+    float DiffuseCool;
130*4882a593Smuzhiyun+    float DiffuseWarm;
131*4882a593Smuzhiyun+    vec3  SurfaceColor;
132*4882a593Smuzhiyun+    vec3  WarmColor;
133*4882a593Smuzhiyun+    vec3  CoolColor;
134*4882a593Smuzhiyun+    vec4  some[8];
135*4882a593Smuzhiyun+};
136*4882a593Smuzhiyun+
137*4882a593Smuzhiyun+varying float NdotL;
138*4882a593Smuzhiyun+varying vec3  ReflectVec;
139*4882a593Smuzhiyun+varying vec3  ViewVec;
140*4882a593Smuzhiyun+
141*4882a593Smuzhiyun+void main (void)
142*4882a593Smuzhiyun+{
143*4882a593Smuzhiyun+
144*4882a593Smuzhiyun+    vec3 kcool    = min(CoolColor + DiffuseCool * SurfaceColor, 1.0);
145*4882a593Smuzhiyun+    vec3 kwarm    = min(WarmColor + DiffuseWarm * SurfaceColor, 1.0);
146*4882a593Smuzhiyun+    vec3 kfinal   = mix(kcool, kwarm, NdotL);
147*4882a593Smuzhiyun+
148*4882a593Smuzhiyun+    vec3 nreflect = normalize(ReflectVec);
149*4882a593Smuzhiyun+    vec3 nview    = normalize(ViewVec);
150*4882a593Smuzhiyun+
151*4882a593Smuzhiyun+    float spec    = max(dot(nreflect, nview), 0.0);
152*4882a593Smuzhiyun+    spec          = pow(spec, 32.0);
153*4882a593Smuzhiyun+
154*4882a593Smuzhiyun+    gl_FragColor = vec4 (min(kfinal + spec, 1.0), 1.0);
155*4882a593Smuzhiyun+}
156*4882a593Smuzhiyundiff --git a/src/glsl/blinking-teapot.vert b/src/glsl/blinking-teapot.vert
157*4882a593Smuzhiyunnew file mode 100644
158*4882a593Smuzhiyunindex 0000000..397d733
159*4882a593Smuzhiyun--- /dev/null
160*4882a593Smuzhiyun+++ b/src/glsl/blinking-teapot.vert
161*4882a593Smuzhiyun@@ -0,0 +1,16 @@
162*4882a593Smuzhiyun+vec3 LightPosition = vec3(0.0, 10.0, 4.0);
163*4882a593Smuzhiyun+
164*4882a593Smuzhiyun+varying float NdotL;
165*4882a593Smuzhiyun+varying vec3  ReflectVec;
166*4882a593Smuzhiyun+varying vec3  ViewVec;
167*4882a593Smuzhiyun+
168*4882a593Smuzhiyun+void main(void)
169*4882a593Smuzhiyun+{
170*4882a593Smuzhiyun+    vec3 ecPos      = vec3 (gl_ModelViewMatrix * gl_Vertex);
171*4882a593Smuzhiyun+    vec3 tnorm      = normalize(gl_NormalMatrix * gl_Normal);
172*4882a593Smuzhiyun+    vec3 lightVec   = normalize(LightPosition - ecPos);
173*4882a593Smuzhiyun+    ReflectVec      = normalize(reflect(-lightVec, tnorm));
174*4882a593Smuzhiyun+    ViewVec         = normalize(-ecPos);
175*4882a593Smuzhiyun+    NdotL           = (dot(lightVec, tnorm) + 1.0) * 0.5;
176*4882a593Smuzhiyun+    gl_Position     = ftransform();
177*4882a593Smuzhiyun+}
178*4882a593Smuzhiyundiff --git a/src/glsl/convolution.frag b/src/glsl/convolution.frag
179*4882a593Smuzhiyunnew file mode 100644
180*4882a593Smuzhiyunindex 0000000..e49b8ac
181*4882a593Smuzhiyun--- /dev/null
182*4882a593Smuzhiyun+++ b/src/glsl/convolution.frag
183*4882a593Smuzhiyun@@ -0,0 +1,21 @@
184*4882a593Smuzhiyun+
185*4882a593Smuzhiyun+const int KernelSize = 9;
186*4882a593Smuzhiyun+
187*4882a593Smuzhiyun+//texture offsets
188*4882a593Smuzhiyun+uniform vec2 Offset[KernelSize];
189*4882a593Smuzhiyun+//convolution kernel
190*4882a593Smuzhiyun+uniform vec4 KernelValue[KernelSize];
191*4882a593Smuzhiyun+uniform sampler2D srcTex;
192*4882a593Smuzhiyun+uniform vec4 ScaleFactor;
193*4882a593Smuzhiyun+uniform vec4 BaseColor;
194*4882a593Smuzhiyun+
195*4882a593Smuzhiyun+void main(void)
196*4882a593Smuzhiyun+{
197*4882a593Smuzhiyun+    int i;
198*4882a593Smuzhiyun+    vec4 sum = vec4(0.0);
199*4882a593Smuzhiyun+    for (i = 0; i < KernelSize; ++i) {
200*4882a593Smuzhiyun+        vec4 tmp = texture2D(srcTex, gl_TexCoord[0].st + Offset[i]);
201*4882a593Smuzhiyun+        sum += tmp * KernelValue[i];
202*4882a593Smuzhiyun+    }
203*4882a593Smuzhiyun+    gl_FragColor = sum * ScaleFactor + BaseColor;
204*4882a593Smuzhiyun+}
205*4882a593Smuzhiyundiff --git a/src/glsl/simplex-noise.glsl b/src/glsl/simplex-noise.glsl
206*4882a593Smuzhiyunnew file mode 100644
207*4882a593Smuzhiyunindex 0000000..b6833cb
208*4882a593Smuzhiyun--- /dev/null
209*4882a593Smuzhiyun+++ b/src/glsl/simplex-noise.glsl
210*4882a593Smuzhiyun@@ -0,0 +1,279 @@
211*4882a593Smuzhiyun+//
212*4882a593Smuzhiyun+// Description : Array and textureless GLSL 2D/3D/4D simplex
213*4882a593Smuzhiyun+// noise functions.
214*4882a593Smuzhiyun+// Author : Ian McEwan, Ashima Arts.
215*4882a593Smuzhiyun+// Maintainer : ijm
216*4882a593Smuzhiyun+// Lastmod : 20110223
217*4882a593Smuzhiyun+// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
218*4882a593Smuzhiyun+// Distributed under the Artistic License 2.0; See LICENCE file.
219*4882a593Smuzhiyun+//
220*4882a593Smuzhiyun+
221*4882a593Smuzhiyun+#define NORMALIZE_GRADIENTS
222*4882a593Smuzhiyun+#undef USE_CIRCLE
223*4882a593Smuzhiyun+#define COLLAPSE_SORTNET
224*4882a593Smuzhiyun+
225*4882a593Smuzhiyun+float permute(float x0,vec3 p) {
226*4882a593Smuzhiyun+  float x1 = mod(x0 * p.y, p.x);
227*4882a593Smuzhiyun+  return floor( mod( (x1 + p.z) *x0, p.x ));
228*4882a593Smuzhiyun+  }
229*4882a593Smuzhiyun+vec2 permute(vec2 x0,vec3 p) {
230*4882a593Smuzhiyun+  vec2 x1 = mod(x0 * p.y, p.x);
231*4882a593Smuzhiyun+  return floor( mod( (x1 + p.z) *x0, p.x ));
232*4882a593Smuzhiyun+  }
233*4882a593Smuzhiyun+vec3 permute(vec3 x0,vec3 p) {
234*4882a593Smuzhiyun+  vec3 x1 = mod(x0 * p.y, p.x);
235*4882a593Smuzhiyun+  return floor( mod( (x1 + p.z) *x0, p.x ));
236*4882a593Smuzhiyun+  }
237*4882a593Smuzhiyun+vec4 permute(vec4 x0,vec3 p) {
238*4882a593Smuzhiyun+  vec4 x1 = mod(x0 * p.y, p.x);
239*4882a593Smuzhiyun+  return floor( mod( (x1 + p.z) *x0, p.x ));
240*4882a593Smuzhiyun+  }
241*4882a593Smuzhiyun+
242*4882a593Smuzhiyun+uniform vec4 pParam;
243*4882a593Smuzhiyun+// Example
244*4882a593Smuzhiyun+// const vec4 pParam = vec4( 17.* 17., 34., 1., 7.);
245*4882a593Smuzhiyun+
246*4882a593Smuzhiyun+float taylorInvSqrt(float r)
247*4882a593Smuzhiyun+  {
248*4882a593Smuzhiyun+  return ( 0.83666002653408 + 0.7*0.85373472095314 - 0.85373472095314 * r );
249*4882a593Smuzhiyun+  }
250*4882a593Smuzhiyun+
251*4882a593Smuzhiyun+float simplexNoise2(vec2 v)
252*4882a593Smuzhiyun+  {
253*4882a593Smuzhiyun+  const vec2 C = vec2(0.211324865405187134, // (3.0-sqrt(3.0))/6.;
254*4882a593Smuzhiyun+                      0.366025403784438597); // 0.5*(sqrt(3.0)-1.);
255*4882a593Smuzhiyun+  const vec3 D = vec3( 0., 0.5, 2.0) * 3.14159265358979312;
256*4882a593Smuzhiyun+// First corner
257*4882a593Smuzhiyun+  vec2 i = floor(v + dot(v, C.yy) );
258*4882a593Smuzhiyun+  vec2 x0 = v - i + dot(i, C.xx);
259*4882a593Smuzhiyun+
260*4882a593Smuzhiyun+// Other corners
261*4882a593Smuzhiyun+  vec2 i1 = (x0.x > x0.y) ? vec2(1.,0.) : vec2(0.,1.) ;
262*4882a593Smuzhiyun+
263*4882a593Smuzhiyun+   // x0 = x0 - 0. + 0. * C
264*4882a593Smuzhiyun+  vec2 x1 = x0 - i1 + 1. * C.xx ;
265*4882a593Smuzhiyun+  vec2 x2 = x0 - 1. + 2. * C.xx ;
266*4882a593Smuzhiyun+
267*4882a593Smuzhiyun+// Permutations
268*4882a593Smuzhiyun+  i = mod(i, pParam.x);
269*4882a593Smuzhiyun+  vec3 p = permute( permute(
270*4882a593Smuzhiyun+             i.y + vec3(0., i1.y, 1. ), pParam.xyz)
271*4882a593Smuzhiyun+           + i.x + vec3(0., i1.x, 1. ), pParam.xyz);
272*4882a593Smuzhiyun+
273*4882a593Smuzhiyun+#ifndef USE_CIRCLE
274*4882a593Smuzhiyun+// ( N points uniformly over a line, mapped onto a diamond.)
275*4882a593Smuzhiyun+  vec3 x = fract(p / pParam.w) ;
276*4882a593Smuzhiyun+  vec3 h = 0.5 - abs(x) ;
277*4882a593Smuzhiyun+
278*4882a593Smuzhiyun+  vec3 sx = vec3(lessThan(x,D.xxx)) *2. -1.;
279*4882a593Smuzhiyun+  vec3 sh = vec3(lessThan(h,D.xxx));
280*4882a593Smuzhiyun+
281*4882a593Smuzhiyun+  vec3 a0 = x + sx*sh;
282*4882a593Smuzhiyun+  vec2 p0 = vec2(a0.x,h.x);
283*4882a593Smuzhiyun+  vec2 p1 = vec2(a0.y,h.y);
284*4882a593Smuzhiyun+  vec2 p2 = vec2(a0.z,h.z);
285*4882a593Smuzhiyun+
286*4882a593Smuzhiyun+#ifdef NORMALISE_GRADIENTS
287*4882a593Smuzhiyun+  p0 *= taylorInvSqrt(dot(p0,p0));
288*4882a593Smuzhiyun+  p1 *= taylorInvSqrt(dot(p1,p1));
289*4882a593Smuzhiyun+  p2 *= taylorInvSqrt(dot(p2,p2));
290*4882a593Smuzhiyun+#endif
291*4882a593Smuzhiyun+
292*4882a593Smuzhiyun+  vec3 g = 2.0 * vec3( dot(p0, x0), dot(p1, x1), dot(p2, x2) );
293*4882a593Smuzhiyun+#else
294*4882a593Smuzhiyun+// N points around a unit circle.
295*4882a593Smuzhiyun+  vec3 phi = D.z * mod(p,pParam.w) /pParam.w ;
296*4882a593Smuzhiyun+  vec4 a0 = sin(phi.xxyy+D.xyxy);
297*4882a593Smuzhiyun+  vec2 a1 = sin(phi.zz +D.xy);
298*4882a593Smuzhiyun+  vec3 g = vec3( dot(a0.xy, x0), dot(a0.zw, x1), dot(a1.xy, x2) );
299*4882a593Smuzhiyun+#endif
300*4882a593Smuzhiyun+// mix
301*4882a593Smuzhiyun+  vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.);
302*4882a593Smuzhiyun+  m = m*m ;
303*4882a593Smuzhiyun+  return 1.66666* 70.*dot(m*m, g);
304*4882a593Smuzhiyun+  }
305*4882a593Smuzhiyun+
306*4882a593Smuzhiyun+float simplexNoise3(vec3 v)
307*4882a593Smuzhiyun+  {
308*4882a593Smuzhiyun+  const vec2 C = vec2(1./6. , 1./3. ) ;
309*4882a593Smuzhiyun+  const vec4 D = vec4(0., 0.5, 1.0, 2.0);
310*4882a593Smuzhiyun+
311*4882a593Smuzhiyun+// First corner
312*4882a593Smuzhiyun+  vec3 i = floor(v + dot(v, C.yyy) );
313*4882a593Smuzhiyun+  vec3 x0 = v - i + dot(i, C.xxx) ;
314*4882a593Smuzhiyun+
315*4882a593Smuzhiyun+// Other corners
316*4882a593Smuzhiyun+#ifdef COLLAPSE_SORTNET
317*4882a593Smuzhiyun+  vec3 g = vec3( greaterThan( x0.xyz, x0.yzx) );
318*4882a593Smuzhiyun+  vec3 l = vec3( lessThanEqual( x0.xyz, x0.yzx) );
319*4882a593Smuzhiyun+
320*4882a593Smuzhiyun+  vec3 i1 = g.xyz * l.zxy;
321*4882a593Smuzhiyun+  vec3 i2 = max( g.xyz, l.zxy);
322*4882a593Smuzhiyun+#else
323*4882a593Smuzhiyun+// Keeping this clean - let the compiler optimize.
324*4882a593Smuzhiyun+  vec3 q1;
325*4882a593Smuzhiyun+  q1.x = max(x0.x, x0.y);
326*4882a593Smuzhiyun+  q1.y = min(x0.x, x0.y);
327*4882a593Smuzhiyun+  q1.z = x0.z;
328*4882a593Smuzhiyun+
329*4882a593Smuzhiyun+  vec3 q2;
330*4882a593Smuzhiyun+  q2.x = max(q1.x,q1.z);
331*4882a593Smuzhiyun+  q2.z = min(q1.x,q1.z);
332*4882a593Smuzhiyun+  q2.y = q1.y;
333*4882a593Smuzhiyun+
334*4882a593Smuzhiyun+  vec3 q3;
335*4882a593Smuzhiyun+  q3.y = max(q2.y, q2.z);
336*4882a593Smuzhiyun+  q3.z = min(q2.y, q2.z);
337*4882a593Smuzhiyun+  q3.x = q2.x;
338*4882a593Smuzhiyun+
339*4882a593Smuzhiyun+  vec3 i1 = vec3(equal(q3.xxx, x0));
340*4882a593Smuzhiyun+  vec3 i2 = i1 + vec3(equal(q3.yyy, x0));
341*4882a593Smuzhiyun+#endif
342*4882a593Smuzhiyun+
343*4882a593Smuzhiyun+   // x0 = x0 - 0. + 0. * C
344*4882a593Smuzhiyun+  vec3 x1 = x0 - i1 + 1. * C.xxx;
345*4882a593Smuzhiyun+  vec3 x2 = x0 - i2 + 2. * C.xxx;
346*4882a593Smuzhiyun+  vec3 x3 = x0 - 1. + 3. * C.xxx;
347*4882a593Smuzhiyun+
348*4882a593Smuzhiyun+// Permutations
349*4882a593Smuzhiyun+  i = mod(i, pParam.x );
350*4882a593Smuzhiyun+  vec4 p = permute( permute( permute(
351*4882a593Smuzhiyun+             i.z + vec4(0., i1.z, i2.z, 1. ), pParam.xyz)
352*4882a593Smuzhiyun+           + i.y + vec4(0., i1.y, i2.y, 1. ), pParam.xyz)
353*4882a593Smuzhiyun+           + i.x + vec4(0., i1.x, i2.x, 1. ), pParam.xyz);
354*4882a593Smuzhiyun+
355*4882a593Smuzhiyun+// Gradients
356*4882a593Smuzhiyun+// ( N*N points uniformly over a square, mapped onto a octohedron.)
357*4882a593Smuzhiyun+  float n_ = 1.0/pParam.w ;
358*4882a593Smuzhiyun+  vec3 ns = n_ * D.wyz - D.xzx ;
359*4882a593Smuzhiyun+
360*4882a593Smuzhiyun+  vec4 j = p - pParam.w*pParam.w*floor(p * ns.z *ns.z); // mod(p,N*N)
361*4882a593Smuzhiyun+
362*4882a593Smuzhiyun+  vec4 x_ = floor(j * ns.z) ;
363*4882a593Smuzhiyun+  vec4 y_ = floor(j - pParam.w * x_ ) ; // mod(j,N)
364*4882a593Smuzhiyun+
365*4882a593Smuzhiyun+  vec4 x = x_ *ns.x + ns.yyyy;
366*4882a593Smuzhiyun+  vec4 y = y_ *ns.x + ns.yyyy;
367*4882a593Smuzhiyun+  vec4 h = 1. - abs(x) - abs(y);
368*4882a593Smuzhiyun+
369*4882a593Smuzhiyun+  vec4 b0 = vec4( x.xy, y.xy );
370*4882a593Smuzhiyun+  vec4 b1 = vec4( x.zw, y.zw );
371*4882a593Smuzhiyun+
372*4882a593Smuzhiyun+  vec4 s0 = vec4(lessThan(b0,D.xxxx)) *2. -1.;
373*4882a593Smuzhiyun+  vec4 s1 = vec4(lessThan(b1,D.xxxx)) *2. -1.;
374*4882a593Smuzhiyun+  vec4 sh = vec4(lessThan(h, D.xxxx));
375*4882a593Smuzhiyun+
376*4882a593Smuzhiyun+  vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
377*4882a593Smuzhiyun+  vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
378*4882a593Smuzhiyun+
379*4882a593Smuzhiyun+  vec3 p0 = vec3(a0.xy,h.x);
380*4882a593Smuzhiyun+  vec3 p1 = vec3(a0.zw,h.y);
381*4882a593Smuzhiyun+  vec3 p2 = vec3(a1.xy,h.z);
382*4882a593Smuzhiyun+  vec3 p3 = vec3(a1.zw,h.w);
383*4882a593Smuzhiyun+
384*4882a593Smuzhiyun+#ifdef NORMALISE_GRADIENTS
385*4882a593Smuzhiyun+  p0 *= taylorInvSqrt(dot(p0,p0));
386*4882a593Smuzhiyun+  p1 *= taylorInvSqrt(dot(p1,p1));
387*4882a593Smuzhiyun+  p2 *= taylorInvSqrt(dot(p2,p2));
388*4882a593Smuzhiyun+  p3 *= taylorInvSqrt(dot(p3,p3));
389*4882a593Smuzhiyun+#endif
390*4882a593Smuzhiyun+
391*4882a593Smuzhiyun+// Mix
392*4882a593Smuzhiyun+  vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.);
393*4882a593Smuzhiyun+  m = m * m;
394*4882a593Smuzhiyun+//used to be 64.
395*4882a593Smuzhiyun+  return 48.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
396*4882a593Smuzhiyun+                                dot(p2,x2), dot(p3,x3) ) );
397*4882a593Smuzhiyun+  }
398*4882a593Smuzhiyun+
399*4882a593Smuzhiyun+vec4 grad4(float j, vec4 ip)
400*4882a593Smuzhiyun+  {
401*4882a593Smuzhiyun+  const vec4 ones = vec4(1.,1.,1.,-1.);
402*4882a593Smuzhiyun+  vec4 p,s;
403*4882a593Smuzhiyun+
404*4882a593Smuzhiyun+  p.xyz = floor( fract (vec3(j) * ip.xyz) *pParam.w) * ip.z -1.0;
405*4882a593Smuzhiyun+  p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
406*4882a593Smuzhiyun+  s = vec4(lessThan(p,vec4(0.)));
407*4882a593Smuzhiyun+  p.xyz = p.xyz + (s.xyz*2.-1.) * s.www;
408*4882a593Smuzhiyun+
409*4882a593Smuzhiyun+  return p;
410*4882a593Smuzhiyun+  }
411*4882a593Smuzhiyun+
412*4882a593Smuzhiyun+float simplexNoise4(vec4 v)
413*4882a593Smuzhiyun+  {
414*4882a593Smuzhiyun+  const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4
415*4882a593Smuzhiyun+                        0.309016994374947451); // (sqrt(5) - 1)/4 F4
416*4882a593Smuzhiyun+// First corner
417*4882a593Smuzhiyun+  vec4 i = floor(v + dot(v, C.yyyy) );
418*4882a593Smuzhiyun+  vec4 x0 = v - i + dot(i, C.xxxx);
419*4882a593Smuzhiyun+
420*4882a593Smuzhiyun+// Other corners
421*4882a593Smuzhiyun+
422*4882a593Smuzhiyun+// Force existance of strict total ordering in sort.
423*4882a593Smuzhiyun+  vec4 q0 = floor(x0 * 1024.0) + vec4( 0., 1./4., 2./4. , 3./4.);
424*4882a593Smuzhiyun+  vec4 q1;
425*4882a593Smuzhiyun+  q1.xy = max(q0.xy,q0.zw); // x:z y:w
426*4882a593Smuzhiyun+  q1.zw = min(q0.xy,q0.zw);
427*4882a593Smuzhiyun+
428*4882a593Smuzhiyun+  vec4 q2;
429*4882a593Smuzhiyun+  q2.xz = max(q1.xz,q1.yw); // x:y z:w
430*4882a593Smuzhiyun+  q2.yw = min(q1.xz,q1.yw);
431*4882a593Smuzhiyun+
432*4882a593Smuzhiyun+  vec4 q3;
433*4882a593Smuzhiyun+  q3.y = max(q2.y,q2.z); // y:z
434*4882a593Smuzhiyun+  q3.z = min(q2.y,q2.z);
435*4882a593Smuzhiyun+  q3.xw = q2.xw;
436*4882a593Smuzhiyun+
437*4882a593Smuzhiyun+  vec4 i1 = vec4(lessThanEqual(q3.xxxx, q0));
438*4882a593Smuzhiyun+  vec4 i2 = vec4(lessThanEqual(q3.yyyy, q0));
439*4882a593Smuzhiyun+  vec4 i3 = vec4(lessThanEqual(q3.zzzz, q0));
440*4882a593Smuzhiyun+
441*4882a593Smuzhiyun+   // x0 = x0 - 0. + 0. * C
442*4882a593Smuzhiyun+  vec4 x1 = x0 - i1 + 1. * C.xxxx;
443*4882a593Smuzhiyun+  vec4 x2 = x0 - i2 + 2. * C.xxxx;
444*4882a593Smuzhiyun+  vec4 x3 = x0 - i3 + 3. * C.xxxx;
445*4882a593Smuzhiyun+  vec4 x4 = x0 - 1. + 4. * C.xxxx;
446*4882a593Smuzhiyun+
447*4882a593Smuzhiyun+// Permutations
448*4882a593Smuzhiyun+  i = mod(i, pParam.x );
449*4882a593Smuzhiyun+  float j0 = permute( permute( permute( permute (
450*4882a593Smuzhiyun+              i.w, pParam.xyz) + i.z, pParam.xyz)
451*4882a593Smuzhiyun+            + i.y, pParam.xyz) + i.x, pParam.xyz);
452*4882a593Smuzhiyun+  vec4 j1 = permute( permute( permute( permute (
453*4882a593Smuzhiyun+             i.w + vec4(i1.w, i2.w, i3.w, 1. ), pParam.xyz)
454*4882a593Smuzhiyun+           + i.z + vec4(i1.z, i2.z, i3.z, 1. ), pParam.xyz)
455*4882a593Smuzhiyun+           + i.y + vec4(i1.y, i2.y, i3.y, 1. ), pParam.xyz)
456*4882a593Smuzhiyun+           + i.x + vec4(i1.x, i2.x, i3.x, 1. ), pParam.xyz);
457*4882a593Smuzhiyun+// Gradients
458*4882a593Smuzhiyun+// ( N*N*N points uniformly over a cube, mapped onto a 4-octohedron.)
459*4882a593Smuzhiyun+  vec4 ip = pParam ;
460*4882a593Smuzhiyun+  ip.xy *= pParam.w ;
461*4882a593Smuzhiyun+  ip.x *= pParam.w ;
462*4882a593Smuzhiyun+  ip = vec4(1.,1.,1.,2.) / ip ;
463*4882a593Smuzhiyun+
464*4882a593Smuzhiyun+  vec4 p0 = grad4(j0, ip);
465*4882a593Smuzhiyun+  vec4 p1 = grad4(j1.x, ip);
466*4882a593Smuzhiyun+  vec4 p2 = grad4(j1.y, ip);
467*4882a593Smuzhiyun+  vec4 p3 = grad4(j1.z, ip);
468*4882a593Smuzhiyun+  vec4 p4 = grad4(j1.w, ip);
469*4882a593Smuzhiyun+
470*4882a593Smuzhiyun+#ifdef NORMALISE_GRADIENTS
471*4882a593Smuzhiyun+  p0 *= taylorInvSqrt(dot(p0,p0));
472*4882a593Smuzhiyun+  p1 *= taylorInvSqrt(dot(p1,p1));
473*4882a593Smuzhiyun+  p2 *= taylorInvSqrt(dot(p2,p2));
474*4882a593Smuzhiyun+  p3 *= taylorInvSqrt(dot(p3,p3));
475*4882a593Smuzhiyun+  p4 *= taylorInvSqrt(dot(p4,p4));
476*4882a593Smuzhiyun+#endif
477*4882a593Smuzhiyun+
478*4882a593Smuzhiyun+// Mix
479*4882a593Smuzhiyun+  vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.);
480*4882a593Smuzhiyun+  vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.);
481*4882a593Smuzhiyun+  m0 = m0 * m0;
482*4882a593Smuzhiyun+  m1 = m1 * m1;
483*4882a593Smuzhiyun+  return 32. * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
484*4882a593Smuzhiyun+               + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
485*4882a593Smuzhiyun+
486*4882a593Smuzhiyun+  }
487*4882a593Smuzhiyun+
488*4882a593Smuzhiyun+
489*4882a593Smuzhiyun+
490*4882a593Smuzhiyundiff --git a/src/glsl/skinning.vert b/src/glsl/skinning.vert
491*4882a593Smuzhiyunnew file mode 100644
492*4882a593Smuzhiyunindex 0000000..28970ee
493*4882a593Smuzhiyun--- /dev/null
494*4882a593Smuzhiyun+++ b/src/glsl/skinning.vert
495*4882a593Smuzhiyun@@ -0,0 +1,24 @@
496*4882a593Smuzhiyun+// Vertex weighting/blendin shader
497*4882a593Smuzhiyun+// Brian Paul
498*4882a593Smuzhiyun+// 4 Nov 2008
499*4882a593Smuzhiyun+
500*4882a593Smuzhiyun+uniform mat4 mat0, mat1;
501*4882a593Smuzhiyun+attribute float weight;
502*4882a593Smuzhiyun+
503*4882a593Smuzhiyun+void main()
504*4882a593Smuzhiyun+{
505*4882a593Smuzhiyun+   // simple diffuse shading
506*4882a593Smuzhiyun+   // Note that we should really transform the normal vector along with
507*4882a593Smuzhiyun+   // the postion below... someday.
508*4882a593Smuzhiyun+   vec3 lightVec = vec3(0, 0, 1);
509*4882a593Smuzhiyun+   vec3 norm = gl_NormalMatrix * gl_Normal;
510*4882a593Smuzhiyun+   float dot = 0.2 + max(0.0, dot(norm, lightVec));
511*4882a593Smuzhiyun+   gl_FrontColor = vec4(dot);
512*4882a593Smuzhiyun+
513*4882a593Smuzhiyun+   // compute sum of weighted transformations
514*4882a593Smuzhiyun+   vec4 pos0 = mat0 * gl_Vertex;
515*4882a593Smuzhiyun+   vec4 pos1 = mat1 * gl_Vertex;
516*4882a593Smuzhiyun+   vec4 pos = mix(pos0, pos1, weight);
517*4882a593Smuzhiyun+
518*4882a593Smuzhiyun+   gl_Position = gl_ModelViewProjectionMatrix * pos;
519*4882a593Smuzhiyun+}
520*4882a593Smuzhiyundiff --git a/src/perf/glslstateschange1.frag b/src/perf/glslstateschange1.frag
521*4882a593Smuzhiyunnew file mode 100644
522*4882a593Smuzhiyunindex 0000000..0839436
523*4882a593Smuzhiyun--- /dev/null
524*4882a593Smuzhiyun+++ b/src/perf/glslstateschange1.frag
525*4882a593Smuzhiyun@@ -0,0 +1,19 @@
526*4882a593Smuzhiyun+// Multi-texture fragment shader
527*4882a593Smuzhiyun+// Brian Paul
528*4882a593Smuzhiyun+
529*4882a593Smuzhiyun+// Composite second texture over first.
530*4882a593Smuzhiyun+// We're assuming the 2nd texture has a meaningful alpha channel.
531*4882a593Smuzhiyun+
532*4882a593Smuzhiyun+uniform sampler2D tex1;
533*4882a593Smuzhiyun+uniform sampler2D tex2;
534*4882a593Smuzhiyun+uniform vec4 UniV1;
535*4882a593Smuzhiyun+uniform vec4 UniV2;
536*4882a593Smuzhiyun+
537*4882a593Smuzhiyun+void main()
538*4882a593Smuzhiyun+{
539*4882a593Smuzhiyun+   vec4 t3;
540*4882a593Smuzhiyun+   vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy);
541*4882a593Smuzhiyun+   vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy);
542*4882a593Smuzhiyun+   t3 = mix(t1, t2, t2.w);
543*4882a593Smuzhiyun+   gl_FragColor = t3 + UniV1 + UniV2;
544*4882a593Smuzhiyun+}
545*4882a593Smuzhiyundiff --git a/src/perf/glslstateschange1.vert b/src/perf/glslstateschange1.vert
546*4882a593Smuzhiyunnew file mode 100644
547*4882a593Smuzhiyunindex 0000000..cef50db
548*4882a593Smuzhiyun--- /dev/null
549*4882a593Smuzhiyun+++ b/src/perf/glslstateschange1.vert
550*4882a593Smuzhiyun@@ -0,0 +1,14 @@
551*4882a593Smuzhiyun+// Multi-texture vertex shader
552*4882a593Smuzhiyun+// Brian Paul
553*4882a593Smuzhiyun+
554*4882a593Smuzhiyun+
555*4882a593Smuzhiyun+attribute vec4 TexCoord0, TexCoord1;
556*4882a593Smuzhiyun+attribute vec4 VertCoord;
557*4882a593Smuzhiyun+
558*4882a593Smuzhiyun+void main()
559*4882a593Smuzhiyun+{
560*4882a593Smuzhiyun+   gl_TexCoord[0] = TexCoord0;
561*4882a593Smuzhiyun+   gl_TexCoord[1] = TexCoord1;
562*4882a593Smuzhiyun+   // note: may use gl_Vertex or VertCoord here for testing:
563*4882a593Smuzhiyun+   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
564*4882a593Smuzhiyun+}
565*4882a593Smuzhiyundiff --git a/src/perf/glslstateschange2.frag b/src/perf/glslstateschange2.frag
566*4882a593Smuzhiyunnew file mode 100644
567*4882a593Smuzhiyunindex 0000000..0df0319
568*4882a593Smuzhiyun--- /dev/null
569*4882a593Smuzhiyun+++ b/src/perf/glslstateschange2.frag
570*4882a593Smuzhiyun@@ -0,0 +1,17 @@
571*4882a593Smuzhiyun+// Multi-texture fragment shader
572*4882a593Smuzhiyun+// Brian Paul
573*4882a593Smuzhiyun+
574*4882a593Smuzhiyun+// Composite second texture over first.
575*4882a593Smuzhiyun+// We're assuming the 2nd texture has a meaningful alpha channel.
576*4882a593Smuzhiyun+
577*4882a593Smuzhiyun+uniform sampler2D tex1;
578*4882a593Smuzhiyun+uniform sampler2D tex2;
579*4882a593Smuzhiyun+uniform vec4 UniV1;
580*4882a593Smuzhiyun+uniform vec4 UniV2;
581*4882a593Smuzhiyun+
582*4882a593Smuzhiyun+void main()
583*4882a593Smuzhiyun+{
584*4882a593Smuzhiyun+   vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy);
585*4882a593Smuzhiyun+   vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy);
586*4882a593Smuzhiyun+   gl_FragColor = t1 + t2 + UniV1 + UniV2;
587*4882a593Smuzhiyun+}
588*4882a593Smuzhiyundiff --git a/src/perf/glslstateschange2.vert b/src/perf/glslstateschange2.vert
589*4882a593Smuzhiyunnew file mode 100644
590*4882a593Smuzhiyunindex 0000000..cef50db
591*4882a593Smuzhiyun--- /dev/null
592*4882a593Smuzhiyun+++ b/src/perf/glslstateschange2.vert
593*4882a593Smuzhiyun@@ -0,0 +1,14 @@
594*4882a593Smuzhiyun+// Multi-texture vertex shader
595*4882a593Smuzhiyun+// Brian Paul
596*4882a593Smuzhiyun+
597*4882a593Smuzhiyun+
598*4882a593Smuzhiyun+attribute vec4 TexCoord0, TexCoord1;
599*4882a593Smuzhiyun+attribute vec4 VertCoord;
600*4882a593Smuzhiyun+
601*4882a593Smuzhiyun+void main()
602*4882a593Smuzhiyun+{
603*4882a593Smuzhiyun+   gl_TexCoord[0] = TexCoord0;
604*4882a593Smuzhiyun+   gl_TexCoord[1] = TexCoord1;
605*4882a593Smuzhiyun+   // note: may use gl_Vertex or VertCoord here for testing:
606*4882a593Smuzhiyun+   gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
607*4882a593Smuzhiyun+}
608*4882a593Smuzhiyundiff --git a/src/vpglsl/infinite-loop.glsl b/src/vpglsl/infinite-loop.glsl
609*4882a593Smuzhiyunnew file mode 100644
610*4882a593Smuzhiyunindex 0000000..bc7ae4b
611*4882a593Smuzhiyun--- /dev/null
612*4882a593Smuzhiyun+++ b/src/vpglsl/infinite-loop.glsl
613*4882a593Smuzhiyun@@ -0,0 +1,8 @@
614*4882a593Smuzhiyun+void main() {
615*4882a593Smuzhiyun+   gl_Position = gl_Vertex;
616*4882a593Smuzhiyun+   vec4 sum = vec4(0);
617*4882a593Smuzhiyun+   for (int i = 1; i != 2; i += 2) {
618*4882a593Smuzhiyun+      sum += vec4(0.1, 0.1, 0.1, 0.1);
619*4882a593Smuzhiyun+   }
620*4882a593Smuzhiyun+   gl_FrontColor = sum;
621*4882a593Smuzhiyun+}
622*4882a593Smuzhiyun--
623*4882a593Smuzhiyun2.0.0
624*4882a593Smuzhiyun
625