1/****************************************************************************
2**
3** Copyright (C) 2016 The Qt Company Ltd.
4** Contact: https://www.qt.io/licensing/
5**
6** This file is part of Qt Creator.
7**
8** Commercial License Usage
9** Licensees holding valid commercial Qt licenses may use this file in
10** accordance with the commercial license agreement provided with the
11** Software or, alternatively, in accordance with the terms contained in
12** a written agreement between you and The Qt Company. For licensing terms
13** and conditions see https://www.qt.io/terms-conditions. For further
14** information use the contact form at https://www.qt.io/contact-us.
15**
16** GNU General Public License Usage
17** Alternatively, this file may be used under the terms of the GNU
18** General Public License version 3 as published by the Free Software
19** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
20** included in the packaging of this file. Please review the following
21** information to ensure the GNU General Public License requirements will
22** be met: https://www.gnu.org/licenses/gpl-3.0.html.
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24****************************************************************************/
25
26// Built-in constants.
27const int gl_MaxLights = 8;
28const int gl_MaxClipPlanes = 6;
29const int gl_MaxTextureUnits = 2;
30const int gl_MaxTextureCoords = 2;
31const int gl_MaxVertexAttribs = 16;
32const int gl_MaxVertexUniformComponents = 512;
33const int gl_MaxVaryingFloats = 32;
34const int gl_MaxVertexTextureImageUnits = 0;
35const int gl_MaxCombinedTextureImageUnits = 2;
36const int gl_MaxTextureImageUnits = 2;
37const int gl_MaxFragmentUniformComponents = 64;
38const int gl_MaxDrawBuffers = 1;
39
40// Built-in uniform state.
41uniform mat4 gl_ModelViewMatrix;
42uniform mat4 gl_ProjectionMatrix;
43uniform mat4 gl_ModelViewProjectionMatrix;
44uniform mat4 gl_TextureMatrix[gl_MaxTextureCoords];
45uniform mat3 gl_NormalMatrix;
46
47uniform mat4 gl_ModelViewMatrixInverse;
48uniform mat4 gl_ProjectionMatrixInverse;
49uniform mat4 gl_ModelViewProjectionMatrixInverse;
50uniform mat4 gl_TextureMatrixInverse[gl_MaxTextureCoords];
51
52uniform mat4 gl_ModelViewMatrixTranspose;
53uniform mat4 gl_ProjectionMatrixTranspose;
54uniform mat4 gl_ModelViewProjectionMatrixTranspose;
55uniform mat4 gl_TextureMatrixTranspose[gl_MaxTextureCoords];
56
57uniform mat4 gl_ModelViewMatrixInverseTranspose;
58uniform mat4 gl_ProjectionMatrixInverseTranspose;
59uniform mat4 gl_ModelViewProjectionMatrixInverseTranspose;
60uniform mat4 gl_TextureMatrixInverseTranspose[gl_MaxTextureCoords];
61
62uniform float gl_NormalScale;
63
64struct gl_DepthRangeParameters {
65    float near;
66    float far;
67    float diff;
68};
69uniform gl_DepthRangeParameters gl_DepthRange;
70
71uniform vec4 gl_ClipPlane[gl_MaxClipPlanes];
72
73struct gl_PointParameters {
74    float size;
75    float sizeMin;
76    float sizeMax;
77    float fadeThresholdSize;
78    float distanceConstantAttenuation;
79    float distanceLinearAttenuation;
80    float distanceQuadraticAttenuation;
81};
82uniform gl_PointParameters gl_Point;
83
84struct gl_MaterialParameters {
85    vec4  emission;
86    vec4  ambient;
87    vec4  diffuse;
88    vec4  specular;
89    float shininess;
90};
91uniform gl_MaterialParameters gl_FrontMaterial;
92uniform gl_MaterialParameters gl_BackMaterial;
93
94struct gl_LightSourceParameters {
95    vec4  ambient;
96    vec4  diffuse;
97    vec4  specular;
98    vec4  position;
99    vec4  halfVector;
100    vec3  spotDirection;
101    float spotExponent;
102    float spotCutoff;
103    float spotCosCutoff;
104    float constantAttenuation;
105    float linearAttenuation;
106    float quadraticAttenuation;
107};
108uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights];
109
110struct gl_LightModelParameters {
111    vec4  ambient;
112};
113uniform gl_LightModelParameters gl_LightModel;
114
115struct gl_LightModelProducts {
116    vec4  sceneColor;
117};
118uniform gl_LightModelProducts gl_FrontLightModelProduct;
119uniform gl_LightModelProducts gl_BackLightModelProduct;
120
121struct gl_LightProducts {
122    vec4  ambient;
123    vec4  diffuse;
124    vec4  specular;
125};
126uniform gl_LightProducts gl_FrontLightProduct[gl_MaxLights];
127uniform gl_LightProducts gl_BackLightProduct[gl_MaxLights];
128
129uniform vec4 gl_TextureEnvColor[gl_MaxTextureUnits];
130uniform vec4 gl_EyePlaneS[gl_MaxTextureUnits];
131uniform vec4 gl_EyePlaneT[gl_MaxTextureUnits];
132uniform vec4 gl_EyePlaneR[gl_MaxTextureUnits];
133uniform vec4 gl_EyePlaneQ[gl_MaxTextureUnits];
134uniform vec4 gl_ObjectPlaneS[gl_MaxTextureUnits];
135uniform vec4 gl_ObjectPlaneT[gl_MaxTextureUnits];
136uniform vec4 gl_ObjectPlaneR[gl_MaxTextureUnits];
137uniform vec4 gl_ObjectPlaneQ[gl_MaxTextureUnits];
138
139struct gl_FogParameters {
140    vec4  color;
141    float density;
142    float start;
143    float end;
144    float scale;
145};
146uniform gl_FogParameters gl_Fog;
147
148// Angle and trigonometry functions.
149float radians(float degress);
150vec2 radians(vec2 degress);
151vec3 radians(vec3 degress);
152vec4 radians(vec4 degress);
153float degrees(float radians);
154vec2 degrees(vec2 radians);
155vec3 degrees(vec3 radians);
156vec4 degrees(vec4 radians);
157float sin(float angle);
158vec2 sin(vec2 angle);
159vec3 sin(vec3 angle);
160vec4 sin(vec4 angle);
161float cos(float angle);
162vec2 cos(vec2 angle);
163vec3 cos(vec3 angle);
164vec4 cos(vec4 angle);
165float tan(float angle);
166vec2 tan(vec2 angle);
167vec3 tan(vec3 angle);
168vec4 tan(vec4 angle);
169float asin(float x);
170vec2 asin(vec2 x);
171vec3 asin(vec3 x);
172vec4 asin(vec4 x);
173float acos(float x);
174vec2 acos(vec2 x);
175vec3 acos(vec3 x);
176vec4 acos(vec4 x);
177float atan(float y, float x);
178vec2 atan(vec2 y, vec2 x);
179vec3 atan(vec3 y, vec3 x);
180vec4 atan(vec4 y, vec4 x);
181float atan(float y_over_x);
182vec2 atan(vec2 y_over_x);
183vec3 atan(vec3 y_over_x);
184vec4 atan(vec4 y_over_x);
185
186// Exponential functions.
187float pow(float x, float y);
188vec2 pow(vec2 x, vec2 y);
189vec3 pow(vec3 x, vec3 y);
190vec4 pow(vec4 x, vec4 y);
191float exp(float x);
192vec2 exp(vec2 x);
193vec3 exp(vec3 x);
194vec4 exp(vec4 x);
195float log(float x);
196vec2 log(vec2 x);
197vec3 log(vec3 x);
198vec4 log(vec4 x);
199float exp2(float x);
200vec2 exp2(vec2 x);
201vec3 exp2(vec3 x);
202vec4 exp2(vec4 x);
203float log2(float x);
204vec2 log2(vec2 x);
205vec3 log2(vec3 x);
206vec4 log2(vec4 x);
207float sqrt(float x);
208vec2 sqrt(vec2 x);
209vec3 sqrt(vec3 x);
210vec4 sqrt(vec4 x);
211float inversesqrt(float x);
212vec2 inversesqrt(vec2 x);
213vec3 inversesqrt(vec3 x);
214vec4 inversesqrt(vec4 x);
215
216// Common functions.
217float abs(float x);
218vec2 abs(vec2 x);
219vec3 abs(vec3 x);
220vec4 abs(vec4 x);
221float sign(float x);
222vec2 sign(vec2 x);
223vec3 sign(vec3 x);
224vec4 sign(vec4 x);
225float floor(float x);
226vec2 floor(vec2 x);
227vec3 floor(vec3 x);
228vec4 floor(vec4 x);
229float ceil(float x);
230vec2 ceil(vec2 x);
231vec3 ceil(vec3 x);
232vec4 ceil(vec4 x);
233float fract(float x);
234vec2 fract(vec2 x);
235vec3 fract(vec3 x);
236vec4 fract(vec4 x);
237float mod(float x, float y);
238vec2 mod(vec2 x, float y);
239vec3 mod(vec3 x, float y);
240vec4 mod(vec4 x, float y);
241float mod(float x, float y);
242vec2 mod(vec2 x, vec2 y);
243vec3 mod(vec3 x, vec3 y);
244vec4 mod(vec4 x, vec4 y);
245float min(float x, float y);
246vec2 min(vec2 x, float y);
247vec3 min(vec3 x, float y);
248vec4 min(vec4 x, float y);
249float min(float x, float y);
250vec2 min(vec2 x, vec2 y);
251vec3 min(vec3 x, vec3 y);
252vec4 min(vec4 x, vec4 y);
253float max(float x, float y);
254vec2 max(vec2 x, float y);
255vec3 max(vec3 x, float y);
256vec4 max(vec4 x, float y);
257float max(float x, float y);
258vec2 max(vec2 x, vec2 y);
259vec3 max(vec3 x, vec3 y);
260vec4 max(vec4 x, vec4 y);
261float clamp(float x, float minVal, float maxVal);
262vec2 clamp(vec2 x, vec2 minVal, vec2 maxVal);
263vec3 clamp(vec3 x, vec3 minVal, vec3 maxVal);
264vec4 clamp(vec4 x, vec4 minVal, vec4 maxVal);
265float clamp(float x, float minVal, float maxVal);
266vec2 clamp(vec2 x, float minVal, float maxVal);
267vec3 clamp(vec3 x, float minVal, float maxVal);
268vec4 clamp(vec4 x, float minVal, float maxVal);
269float mix(float x, float y, float a);
270vec2 mix(vec2 x, vec2 y, vec2 a);
271vec3 mix(vec3 x, vec3 y, vec3 a);
272vec4 mix(vec4 x, vec4 y, vec4 a);
273float mix(float x, float y, float a);
274vec2 mix(vec2 x, vec2 y, float a);
275vec3 mix(vec3 x, vec3 y, float a);
276vec4 mix(vec4 x, vec4 y, float a);
277float step(float edge, float x);
278vec2 step(vec2 edge, vec2 x);
279vec3 step(vec3 edge, vec3 x);
280vec4 step(vec4 edge, vec4 x);
281float step(float edge, float x);
282vec2 step(float edge, vec2 x);
283vec3 step(float edge, vec3 x);
284vec4 step(float edge, vec4 x);
285float smoothstep(float edge0, float edge1, float x);
286vec2 smoothstep(vec2 edge0, vec2 edge1, vec2 x);
287vec3 smoothstep(vec3 edge0, vec3 edge1, vec3 x);
288vec4 smoothstep(vec4 edge0, vec4 edge1, vec4 x);
289float smoothstep(float edge0, float edge1, float x);
290vec2 smoothstep(float edge0, float edge1, vec2 x);
291vec3 smoothstep(float edge0, float edge1, vec3 x);
292vec4 smoothstep(float edge0, float edge1, vec4 x);
293
294// Geometric functions.
295float length(float x);
296float length(vec2 x);
297float length(vec3 x);
298float length(vec4 x);
299float distance(float p0, float p1);
300float distance(vec2 p0, vec2 p1);
301float distance(vec3 p0, vec3 p1);
302float distance(vec4 p0, vec4 p1);
303float dot(float x, float y);
304float dot(vec2 x, vec2 y);
305float dot(vec3 x, vec3 y);
306float dot(vec4 x, vec4 y);
307vec3 cross(vec3 x, vec3 y);
308float normalize(float x);
309vec2 normalize(vec2 x);
310vec3 normalize(vec3 x);
311vec4 normalize(vec4 x);
312float faceforward(float N, float I, float Nref);
313vec2 faceforward(vec2 N, vec2 I, vec2 Nref);
314vec3 faceforward(vec3 N, vec3 I, vec3 Nref);
315vec4 faceforward(vec4 N, vec4 I, vec4 Nref);
316float reflect(float I, float N);
317vec2 reflect(vec2 I, vec2 N);
318vec3 reflect(vec3 I, vec3 N);
319vec4 reflect(vec4 I, vec4 N);
320float refract(float I, float N, float eta);
321vec2 refract(vec2 I, vec2 N, float eta);
322vec3 refract(vec3 I, vec3 N, float eta);
323vec4 refract(vec4 I, vec4 N, float eta);
324
325// Matrix functions.
326mat2 matrixCompMult(mat2 x, mat2 y);
327mat3 matrixCompMult(mat3 x, mat3 y);
328mat4 matrixCompMult(mat4 x, mat4 y);
329mat2x4 matrixCompMult(mat2x4 x, mat2x4 y);
330mat4x2 matrixCompMult(mat4x2 x, mat4x2 y);
331mat2x3 matrixCompMult(mat2x3 x, mat2x3 y);
332mat3x2 matrixCompMult(mat3x2 x, mat3x2 y);
333mat3x4 matrixCompMult(mat3x4 x, mat3x4 y);
334mat4x3 matrixCompMult(mat4x3 x, mat4x3 y);
335mat2 outerProduct(vec2 c, vec2 r);
336mat3 outerProduct(vec3 c, vec3 r);
337mat4 outerProduct(vec4 c, vec4 r);
338mat2x3 outerProduct(vec3 c, vec2 r);
339mat3x2 outerProduct(vec2 c, vec3 r);
340mat2x4 outerProduct(vec4 c, vec2 r);
341mat4x2 outerProduct(vec2 c, vec4 r);
342mat3x4 outerProduct(vec4 c, vec3 r);
343mat4x3 outerProduct(vec3 c, vec4 r);
344mat2 transpose(mat2 m);
345mat3 transpose(mat3 m);
346mat4 transpose(mat4 m);
347mat2x3 transpose(mat3x2 m);
348mat3x2 transpose(mat2x3 m);
349mat2x4 transpose(mat4x2 m);
350mat4x2 transpose(mat2x4 m);
351mat3x4 transpose(mat4x3 m);
352mat4x3 transpose(mat3x4 m);
353
354// Vector relational functions.
355bvec2 lessThan(vec2 x, vec2 y);
356bvec2 lessThan(ivec2 x, ivec2 y);
357bvec3 lessThan(vec3 x, vec3 y);
358bvec3 lessThan(ivec3 x, ivec3 y);
359bvec4 lessThan(vec4 x, vec4 y);
360bvec4 lessThan(ivec4 x, ivec4 y);
361bvec2 lessThanEqual(vec2 x, vec2 y);
362bvec2 lessThanEqual(ivec2 x, ivec2 y);
363bvec3 lessThanEqual(vec3 x, vec3 y);
364bvec3 lessThanEqual(ivec3 x, ivec3 y);
365bvec4 lessThanEqual(vec4 x, vec4 y);
366bvec4 lessThanEqual(ivec4 x, ivec4 y);
367bvec2 greaterThan(vec2 x, vec2 y);
368bvec2 greaterThan(ivec2 x, ivec2 y);
369bvec3 greaterThan(vec3 x, vec3 y);
370bvec3 greaterThan(ivec3 x, ivec3 y);
371bvec4 greaterThan(vec4 x, vec4 y);
372bvec4 greaterThan(ivec4 x, ivec4 y);
373bvec2 greaterThanEqual(vec2 x, vec2 y);
374bvec2 greaterThanEqual(ivec2 x, ivec2 y);
375bvec3 greaterThanEqual(vec3 x, vec3 y);
376bvec3 greaterThanEqual(ivec3 x, ivec3 y);
377bvec4 greaterThanEqual(vec4 x, vec4 y);
378bvec4 greaterThanEqual(ivec4 x, ivec4 y);
379bvec2 equal(vec2 x, vec2 y);
380bvec2 equal(ivec2 x, ivec2 y);
381bvec2 equal(bvec2 x, bvec2 y);
382bvec3 equal(vec3 x, vec3 y);
383bvec3 equal(ivec3 x, ivec3 y);
384bvec3 equal(bvec3 x, bvec3 y);
385bvec4 equal(vec4 x, vec4 y);
386bvec4 equal(ivec4 x, ivec4 y);
387bvec4 equal(bvec4 x, bvec4 y);
388bvec2 notEqual(vec2 x, vec2 y);
389bvec2 notEqual(ivec2 x, ivec2 y);
390bvec2 notEqual(bvec2 x, bvec2 y);
391bvec3 notEqual(vec3 x, vec3 y);
392bvec3 notEqual(ivec3 x, ivec3 y);
393bvec3 notEqual(bvec3 x, bvec3 y);
394bvec4 notEqual(vec4 x, vec4 y);
395bvec4 notEqual(ivec4 x, ivec4 y);
396bvec4 notEqual(bvec4 x, bvec4 y);
397bool any(bvec2 x);
398bool any(bvec3 x);
399bool any(bvec4 x);
400bool all(bvec2 x);
401bool all(bvec3 x);
402bool all(bvec4 x);
403bvec2 not(bvec2 x);
404bvec3 not(bvec3 x);
405bvec4 not(bvec4 x);
406
407// Texture lookup functions.
408vec4 texture1D(sampler1D sampler, float coord);
409vec4 texture1D(sampler1D sampler, float coord, float bias);
410vec4 texture1DProj(sampler1D sampler, vec2 coord);
411vec4 texture1DProj(sampler1D sampler, vec2 coord, float bias);
412vec4 texture1DProj(sampler1D sampler, vec4 coord);
413vec4 texture1DProj(sampler1D sampler, vec4 coord, float bias);
414
415vec4 texture2D(sampler2D sampler, vec2 coord);
416vec4 texture2D(sampler2D sampler, vec2 coord, float bias);
417vec4 texture2DProj(sampler2D sampler, vec3 coord);
418vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias);
419vec4 texture2DProj(sampler2D sampler, vec4 coord);
420vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias);
421
422vec4 texture3D(sampler3D sampler, vec3 coord);
423vec4 texture3D(sampler3D sampler, vec3 coord, float bias);
424vec4 texture3DProj(sampler3D sampler, vec4 coord);
425vec4 texture3DProj(sampler3D sampler, vec4 coord, float bias);
426
427vec4 textureCube(samplerCube sampler, vec3 coord);
428vec4 textureCube(samplerCube sampler, vec3 coord, float bias);
429
430vec4 shadow1D(sampler1DShadow sampler, vec3 coord);
431vec4 shadow1D(sampler1DShadow sampler, vec3 coord, float bias);
432vec4 shadow2D(sampler2DShadow sampler, vec3 coord);
433vec4 shadow2D(sampler2DShadow sampler, vec3 coord, float bias);
434vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord);
435vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord, float bias);
436vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord);
437vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord, float bias);
438
439// Noise functions.
440float noise1(float x);
441float noise1(vec2 x);
442float noise1(vec3 x);
443float noise1(vec4 x);
444vec2 noise2(float x);
445vec2 noise2(vec2 x);
446vec2 noise2(vec3 x);
447vec2 noise2(vec4 x);
448vec3 noise3(float x);
449vec3 noise3(vec2 x);
450vec3 noise3(vec3 x);
451vec3 noise3(vec4 x);
452vec4 noise4(float x);
453vec4 noise4(vec2 x);
454vec4 noise4(vec3 x);
455vec4 noise4(vec4 x);
456