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