diff options
Diffstat (limited to 'import-layers/yocto-poky/meta/recipes-graphics/mesa/mesa-demos/0001-mesa-demos-Add-missing-data-files.patch')
-rw-r--r-- | import-layers/yocto-poky/meta/recipes-graphics/mesa/mesa-demos/0001-mesa-demos-Add-missing-data-files.patch | 624 |
1 files changed, 0 insertions, 624 deletions
diff --git a/import-layers/yocto-poky/meta/recipes-graphics/mesa/mesa-demos/0001-mesa-demos-Add-missing-data-files.patch b/import-layers/yocto-poky/meta/recipes-graphics/mesa/mesa-demos/0001-mesa-demos-Add-missing-data-files.patch deleted file mode 100644 index 93ee9c286..000000000 --- a/import-layers/yocto-poky/meta/recipes-graphics/mesa/mesa-demos/0001-mesa-demos-Add-missing-data-files.patch +++ /dev/null @@ -1,624 +0,0 @@ -From b695c3a3fa3f4cd48c13aa26542110de27075518 Mon Sep 17 00:00:00 2001 -From: Drew Moseley <drew_moseley@mentor.com> -Date: Mon, 12 May 2014 15:22:32 -0400 -Subject: [PATCH 1/9] mesa-demos: Add missing data files. - -Add some data files that are present in the git repository: - http://cgit.freedesktop.org/mesa/demos/tree/?id=mesa-demos-8.1.0 -but not in the release tarball - ftp://ftp.freedesktop.org/pub/mesa/demos/8.1.0/mesa-demos-8.1.0.tar.bz2 - -Upstream-Status: Backport -Signed-off-by: Drew Moseley <drew_moseley@mentor.com> -Signed-off-by: Martin Jansa <Martin.Jansa@gmail.com> ---- - src/fpglsl/depth-read.glsl | 4 + - src/fpglsl/infinite-loop.glsl | 7 + - src/glsl/CH11-bumpmaptex.frag | 47 +++++++ - src/glsl/blinking-teapot.frag | 31 +++++ - src/glsl/blinking-teapot.vert | 16 +++ - src/glsl/convolution.frag | 21 +++ - src/glsl/simplex-noise.glsl | 279 ++++++++++++++++++++++++++++++++++++++++ - src/glsl/skinning.vert | 24 ++++ - src/perf/glslstateschange1.frag | 19 +++ - src/perf/glslstateschange1.vert | 14 ++ - src/perf/glslstateschange2.frag | 17 +++ - src/perf/glslstateschange2.vert | 14 ++ - src/vpglsl/infinite-loop.glsl | 8 ++ - 13 files changed, 501 insertions(+) - create mode 100644 src/fpglsl/depth-read.glsl - create mode 100644 src/fpglsl/infinite-loop.glsl - create mode 100644 src/glsl/CH11-bumpmaptex.frag - create mode 100644 src/glsl/blinking-teapot.frag - create mode 100644 src/glsl/blinking-teapot.vert - create mode 100644 src/glsl/convolution.frag - create mode 100644 src/glsl/simplex-noise.glsl - create mode 100644 src/glsl/skinning.vert - create mode 100644 src/perf/glslstateschange1.frag - create mode 100644 src/perf/glslstateschange1.vert - create mode 100644 src/perf/glslstateschange2.frag - create mode 100644 src/perf/glslstateschange2.vert - create mode 100644 src/vpglsl/infinite-loop.glsl - -diff --git a/src/fpglsl/depth-read.glsl b/src/fpglsl/depth-read.glsl -new file mode 100644 -index 0000000..86d298e ---- /dev/null -+++ b/src/fpglsl/depth-read.glsl -@@ -0,0 +1,4 @@ -+void main() -+{ -+ gl_FragColor = gl_FragCoord.zzzz; -+} -diff --git a/src/fpglsl/infinite-loop.glsl b/src/fpglsl/infinite-loop.glsl -new file mode 100644 -index 0000000..c6dc6ee ---- /dev/null -+++ b/src/fpglsl/infinite-loop.glsl -@@ -0,0 +1,7 @@ -+void main() { -+ vec4 sum = vec4(0); -+ for (int i = 1; i != 2; i += 2) { -+ sum += vec4(0.1, 0.1, 0.1, 0.1); -+ } -+ gl_FragColor = sum; -+} -diff --git a/src/glsl/CH11-bumpmaptex.frag b/src/glsl/CH11-bumpmaptex.frag -new file mode 100644 -index 0000000..b5dabb4 ---- /dev/null -+++ b/src/glsl/CH11-bumpmaptex.frag -@@ -0,0 +1,47 @@ -+// -+// Fragment shader for procedural bumps -+// -+// Authors: John Kessenich, Randi Rost -+// -+// Copyright (c) 2002-2006 3Dlabs Inc. Ltd. -+// -+// See 3Dlabs-License.txt for license information -+// -+// Texture mapping/modulation added by Brian Paul -+// -+ -+varying vec3 LightDir; -+varying vec3 EyeDir; -+ -+uniform float BumpDensity; // = 16.0 -+uniform float BumpSize; // = 0.15 -+uniform float SpecularFactor; // = 0.5 -+ -+uniform sampler2D Tex; -+ -+void main() -+{ -+ vec3 ambient = vec3(0.25); -+ vec3 litColor; -+ vec2 c = BumpDensity * gl_TexCoord[0].st; -+ vec2 p = fract(c) - vec2(0.5); -+ -+ float d, f; -+ d = p.x * p.x + p.y * p.y; -+ f = inversesqrt(d + 1.0); -+ -+ if (d >= BumpSize) -+ { p = vec2(0.0); f = 1.0; } -+ -+ vec3 SurfaceColor = texture2D(Tex, gl_TexCoord[0].st).xyz; -+ -+ vec3 normDelta = vec3(p.x, p.y, 1.0) * f; -+ litColor = SurfaceColor * (ambient + max(dot(normDelta, LightDir), 0.0)); -+ vec3 reflectDir = reflect(LightDir, normDelta); -+ -+ float spec = max(dot(EyeDir, reflectDir), 0.0); -+ spec *= SpecularFactor; -+ litColor = min(litColor + spec, vec3(1.0)); -+ -+ gl_FragColor = vec4(litColor, 1.0); -+} -diff --git a/src/glsl/blinking-teapot.frag b/src/glsl/blinking-teapot.frag -new file mode 100644 -index 0000000..0db060b ---- /dev/null -+++ b/src/glsl/blinking-teapot.frag -@@ -0,0 +1,31 @@ -+#extension GL_ARB_uniform_buffer_object : enable -+ -+layout(std140) uniform colors0 -+{ -+ float DiffuseCool; -+ float DiffuseWarm; -+ vec3 SurfaceColor; -+ vec3 WarmColor; -+ vec3 CoolColor; -+ vec4 some[8]; -+}; -+ -+varying float NdotL; -+varying vec3 ReflectVec; -+varying vec3 ViewVec; -+ -+void main (void) -+{ -+ -+ vec3 kcool = min(CoolColor + DiffuseCool * SurfaceColor, 1.0); -+ vec3 kwarm = min(WarmColor + DiffuseWarm * SurfaceColor, 1.0); -+ vec3 kfinal = mix(kcool, kwarm, NdotL); -+ -+ vec3 nreflect = normalize(ReflectVec); -+ vec3 nview = normalize(ViewVec); -+ -+ float spec = max(dot(nreflect, nview), 0.0); -+ spec = pow(spec, 32.0); -+ -+ gl_FragColor = vec4 (min(kfinal + spec, 1.0), 1.0); -+} -diff --git a/src/glsl/blinking-teapot.vert b/src/glsl/blinking-teapot.vert -new file mode 100644 -index 0000000..397d733 ---- /dev/null -+++ b/src/glsl/blinking-teapot.vert -@@ -0,0 +1,16 @@ -+vec3 LightPosition = vec3(0.0, 10.0, 4.0); -+ -+varying float NdotL; -+varying vec3 ReflectVec; -+varying vec3 ViewVec; -+ -+void main(void) -+{ -+ vec3 ecPos = vec3 (gl_ModelViewMatrix * gl_Vertex); -+ vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal); -+ vec3 lightVec = normalize(LightPosition - ecPos); -+ ReflectVec = normalize(reflect(-lightVec, tnorm)); -+ ViewVec = normalize(-ecPos); -+ NdotL = (dot(lightVec, tnorm) + 1.0) * 0.5; -+ gl_Position = ftransform(); -+} -diff --git a/src/glsl/convolution.frag b/src/glsl/convolution.frag -new file mode 100644 -index 0000000..e49b8ac ---- /dev/null -+++ b/src/glsl/convolution.frag -@@ -0,0 +1,21 @@ -+ -+const int KernelSize = 9; -+ -+//texture offsets -+uniform vec2 Offset[KernelSize]; -+//convolution kernel -+uniform vec4 KernelValue[KernelSize]; -+uniform sampler2D srcTex; -+uniform vec4 ScaleFactor; -+uniform vec4 BaseColor; -+ -+void main(void) -+{ -+ int i; -+ vec4 sum = vec4(0.0); -+ for (i = 0; i < KernelSize; ++i) { -+ vec4 tmp = texture2D(srcTex, gl_TexCoord[0].st + Offset[i]); -+ sum += tmp * KernelValue[i]; -+ } -+ gl_FragColor = sum * ScaleFactor + BaseColor; -+} -diff --git a/src/glsl/simplex-noise.glsl b/src/glsl/simplex-noise.glsl -new file mode 100644 -index 0000000..b6833cb ---- /dev/null -+++ b/src/glsl/simplex-noise.glsl -@@ -0,0 +1,279 @@ -+// -+// Description : Array and textureless GLSL 2D/3D/4D simplex -+// noise functions. -+// Author : Ian McEwan, Ashima Arts. -+// Maintainer : ijm -+// Lastmod : 20110223 -+// License : Copyright (C) 2011 Ashima Arts. All rights reserved. -+// Distributed under the Artistic License 2.0; See LICENCE file. -+// -+ -+#define NORMALIZE_GRADIENTS -+#undef USE_CIRCLE -+#define COLLAPSE_SORTNET -+ -+float permute(float x0,vec3 p) { -+ float x1 = mod(x0 * p.y, p.x); -+ return floor( mod( (x1 + p.z) *x0, p.x )); -+ } -+vec2 permute(vec2 x0,vec3 p) { -+ vec2 x1 = mod(x0 * p.y, p.x); -+ return floor( mod( (x1 + p.z) *x0, p.x )); -+ } -+vec3 permute(vec3 x0,vec3 p) { -+ vec3 x1 = mod(x0 * p.y, p.x); -+ return floor( mod( (x1 + p.z) *x0, p.x )); -+ } -+vec4 permute(vec4 x0,vec3 p) { -+ vec4 x1 = mod(x0 * p.y, p.x); -+ return floor( mod( (x1 + p.z) *x0, p.x )); -+ } -+ -+uniform vec4 pParam; -+// Example -+// const vec4 pParam = vec4( 17.* 17., 34., 1., 7.); -+ -+float taylorInvSqrt(float r) -+ { -+ return ( 0.83666002653408 + 0.7*0.85373472095314 - 0.85373472095314 * r ); -+ } -+ -+float simplexNoise2(vec2 v) -+ { -+ const vec2 C = vec2(0.211324865405187134, // (3.0-sqrt(3.0))/6.; -+ 0.366025403784438597); // 0.5*(sqrt(3.0)-1.); -+ const vec3 D = vec3( 0., 0.5, 2.0) * 3.14159265358979312; -+// First corner -+ vec2 i = floor(v + dot(v, C.yy) ); -+ vec2 x0 = v - i + dot(i, C.xx); -+ -+// Other corners -+ vec2 i1 = (x0.x > x0.y) ? vec2(1.,0.) : vec2(0.,1.) ; -+ -+ // x0 = x0 - 0. + 0. * C -+ vec2 x1 = x0 - i1 + 1. * C.xx ; -+ vec2 x2 = x0 - 1. + 2. * C.xx ; -+ -+// Permutations -+ i = mod(i, pParam.x); -+ vec3 p = permute( permute( -+ i.y + vec3(0., i1.y, 1. ), pParam.xyz) -+ + i.x + vec3(0., i1.x, 1. ), pParam.xyz); -+ -+#ifndef USE_CIRCLE -+// ( N points uniformly over a line, mapped onto a diamond.) -+ vec3 x = fract(p / pParam.w) ; -+ vec3 h = 0.5 - abs(x) ; -+ -+ vec3 sx = vec3(lessThan(x,D.xxx)) *2. -1.; -+ vec3 sh = vec3(lessThan(h,D.xxx)); -+ -+ vec3 a0 = x + sx*sh; -+ vec2 p0 = vec2(a0.x,h.x); -+ vec2 p1 = vec2(a0.y,h.y); -+ vec2 p2 = vec2(a0.z,h.z); -+ -+#ifdef NORMALISE_GRADIENTS -+ p0 *= taylorInvSqrt(dot(p0,p0)); -+ p1 *= taylorInvSqrt(dot(p1,p1)); -+ p2 *= taylorInvSqrt(dot(p2,p2)); -+#endif -+ -+ vec3 g = 2.0 * vec3( dot(p0, x0), dot(p1, x1), dot(p2, x2) ); -+#else -+// N points around a unit circle. -+ vec3 phi = D.z * mod(p,pParam.w) /pParam.w ; -+ vec4 a0 = sin(phi.xxyy+D.xyxy); -+ vec2 a1 = sin(phi.zz +D.xy); -+ vec3 g = vec3( dot(a0.xy, x0), dot(a0.zw, x1), dot(a1.xy, x2) ); -+#endif -+// mix -+ vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.); -+ m = m*m ; -+ return 1.66666* 70.*dot(m*m, g); -+ } -+ -+float simplexNoise3(vec3 v) -+ { -+ const vec2 C = vec2(1./6. , 1./3. ) ; -+ const vec4 D = vec4(0., 0.5, 1.0, 2.0); -+ -+// First corner -+ vec3 i = floor(v + dot(v, C.yyy) ); -+ vec3 x0 = v - i + dot(i, C.xxx) ; -+ -+// Other corners -+#ifdef COLLAPSE_SORTNET -+ vec3 g = vec3( greaterThan( x0.xyz, x0.yzx) ); -+ vec3 l = vec3( lessThanEqual( x0.xyz, x0.yzx) ); -+ -+ vec3 i1 = g.xyz * l.zxy; -+ vec3 i2 = max( g.xyz, l.zxy); -+#else -+// Keeping this clean - let the compiler optimize. -+ vec3 q1; -+ q1.x = max(x0.x, x0.y); -+ q1.y = min(x0.x, x0.y); -+ q1.z = x0.z; -+ -+ vec3 q2; -+ q2.x = max(q1.x,q1.z); -+ q2.z = min(q1.x,q1.z); -+ q2.y = q1.y; -+ -+ vec3 q3; -+ q3.y = max(q2.y, q2.z); -+ q3.z = min(q2.y, q2.z); -+ q3.x = q2.x; -+ -+ vec3 i1 = vec3(equal(q3.xxx, x0)); -+ vec3 i2 = i1 + vec3(equal(q3.yyy, x0)); -+#endif -+ -+ // x0 = x0 - 0. + 0. * C -+ vec3 x1 = x0 - i1 + 1. * C.xxx; -+ vec3 x2 = x0 - i2 + 2. * C.xxx; -+ vec3 x3 = x0 - 1. + 3. * C.xxx; -+ -+// Permutations -+ i = mod(i, pParam.x ); -+ vec4 p = permute( permute( permute( -+ i.z + vec4(0., i1.z, i2.z, 1. ), pParam.xyz) -+ + i.y + vec4(0., i1.y, i2.y, 1. ), pParam.xyz) -+ + i.x + vec4(0., i1.x, i2.x, 1. ), pParam.xyz); -+ -+// Gradients -+// ( N*N points uniformly over a square, mapped onto a octohedron.) -+ float n_ = 1.0/pParam.w ; -+ vec3 ns = n_ * D.wyz - D.xzx ; -+ -+ vec4 j = p - pParam.w*pParam.w*floor(p * ns.z *ns.z); // mod(p,N*N) -+ -+ vec4 x_ = floor(j * ns.z) ; -+ vec4 y_ = floor(j - pParam.w * x_ ) ; // mod(j,N) -+ -+ vec4 x = x_ *ns.x + ns.yyyy; -+ vec4 y = y_ *ns.x + ns.yyyy; -+ vec4 h = 1. - abs(x) - abs(y); -+ -+ vec4 b0 = vec4( x.xy, y.xy ); -+ vec4 b1 = vec4( x.zw, y.zw ); -+ -+ vec4 s0 = vec4(lessThan(b0,D.xxxx)) *2. -1.; -+ vec4 s1 = vec4(lessThan(b1,D.xxxx)) *2. -1.; -+ vec4 sh = vec4(lessThan(h, D.xxxx)); -+ -+ vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; -+ vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; -+ -+ vec3 p0 = vec3(a0.xy,h.x); -+ vec3 p1 = vec3(a0.zw,h.y); -+ vec3 p2 = vec3(a1.xy,h.z); -+ vec3 p3 = vec3(a1.zw,h.w); -+ -+#ifdef NORMALISE_GRADIENTS -+ p0 *= taylorInvSqrt(dot(p0,p0)); -+ p1 *= taylorInvSqrt(dot(p1,p1)); -+ p2 *= taylorInvSqrt(dot(p2,p2)); -+ p3 *= taylorInvSqrt(dot(p3,p3)); -+#endif -+ -+// Mix -+ vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.); -+ m = m * m; -+//used to be 64. -+ return 48.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), -+ dot(p2,x2), dot(p3,x3) ) ); -+ } -+ -+vec4 grad4(float j, vec4 ip) -+ { -+ const vec4 ones = vec4(1.,1.,1.,-1.); -+ vec4 p,s; -+ -+ p.xyz = floor( fract (vec3(j) * ip.xyz) *pParam.w) * ip.z -1.0; -+ p.w = 1.5 - dot(abs(p.xyz), ones.xyz); -+ s = vec4(lessThan(p,vec4(0.))); -+ p.xyz = p.xyz + (s.xyz*2.-1.) * s.www; -+ -+ return p; -+ } -+ -+float simplexNoise4(vec4 v) -+ { -+ const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4 -+ 0.309016994374947451); // (sqrt(5) - 1)/4 F4 -+// First corner -+ vec4 i = floor(v + dot(v, C.yyyy) ); -+ vec4 x0 = v - i + dot(i, C.xxxx); -+ -+// Other corners -+ -+// Force existance of strict total ordering in sort. -+ vec4 q0 = floor(x0 * 1024.0) + vec4( 0., 1./4., 2./4. , 3./4.); -+ vec4 q1; -+ q1.xy = max(q0.xy,q0.zw); // x:z y:w -+ q1.zw = min(q0.xy,q0.zw); -+ -+ vec4 q2; -+ q2.xz = max(q1.xz,q1.yw); // x:y z:w -+ q2.yw = min(q1.xz,q1.yw); -+ -+ vec4 q3; -+ q3.y = max(q2.y,q2.z); // y:z -+ q3.z = min(q2.y,q2.z); -+ q3.xw = q2.xw; -+ -+ vec4 i1 = vec4(lessThanEqual(q3.xxxx, q0)); -+ vec4 i2 = vec4(lessThanEqual(q3.yyyy, q0)); -+ vec4 i3 = vec4(lessThanEqual(q3.zzzz, q0)); -+ -+ // x0 = x0 - 0. + 0. * C -+ vec4 x1 = x0 - i1 + 1. * C.xxxx; -+ vec4 x2 = x0 - i2 + 2. * C.xxxx; -+ vec4 x3 = x0 - i3 + 3. * C.xxxx; -+ vec4 x4 = x0 - 1. + 4. * C.xxxx; -+ -+// Permutations -+ i = mod(i, pParam.x ); -+ float j0 = permute( permute( permute( permute ( -+ i.w, pParam.xyz) + i.z, pParam.xyz) -+ + i.y, pParam.xyz) + i.x, pParam.xyz); -+ vec4 j1 = permute( permute( permute( permute ( -+ i.w + vec4(i1.w, i2.w, i3.w, 1. ), pParam.xyz) -+ + i.z + vec4(i1.z, i2.z, i3.z, 1. ), pParam.xyz) -+ + i.y + vec4(i1.y, i2.y, i3.y, 1. ), pParam.xyz) -+ + i.x + vec4(i1.x, i2.x, i3.x, 1. ), pParam.xyz); -+// Gradients -+// ( N*N*N points uniformly over a cube, mapped onto a 4-octohedron.) -+ vec4 ip = pParam ; -+ ip.xy *= pParam.w ; -+ ip.x *= pParam.w ; -+ ip = vec4(1.,1.,1.,2.) / ip ; -+ -+ vec4 p0 = grad4(j0, ip); -+ vec4 p1 = grad4(j1.x, ip); -+ vec4 p2 = grad4(j1.y, ip); -+ vec4 p3 = grad4(j1.z, ip); -+ vec4 p4 = grad4(j1.w, ip); -+ -+#ifdef NORMALISE_GRADIENTS -+ p0 *= taylorInvSqrt(dot(p0,p0)); -+ p1 *= taylorInvSqrt(dot(p1,p1)); -+ p2 *= taylorInvSqrt(dot(p2,p2)); -+ p3 *= taylorInvSqrt(dot(p3,p3)); -+ p4 *= taylorInvSqrt(dot(p4,p4)); -+#endif -+ -+// Mix -+ vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.); -+ vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.); -+ m0 = m0 * m0; -+ m1 = m1 * m1; -+ return 32. * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 ))) -+ + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ; -+ -+ } -+ -+ -+ -diff --git a/src/glsl/skinning.vert b/src/glsl/skinning.vert -new file mode 100644 -index 0000000..28970ee ---- /dev/null -+++ b/src/glsl/skinning.vert -@@ -0,0 +1,24 @@ -+// Vertex weighting/blendin shader -+// Brian Paul -+// 4 Nov 2008 -+ -+uniform mat4 mat0, mat1; -+attribute float weight; -+ -+void main() -+{ -+ // simple diffuse shading -+ // Note that we should really transform the normal vector along with -+ // the postion below... someday. -+ vec3 lightVec = vec3(0, 0, 1); -+ vec3 norm = gl_NormalMatrix * gl_Normal; -+ float dot = 0.2 + max(0.0, dot(norm, lightVec)); -+ gl_FrontColor = vec4(dot); -+ -+ // compute sum of weighted transformations -+ vec4 pos0 = mat0 * gl_Vertex; -+ vec4 pos1 = mat1 * gl_Vertex; -+ vec4 pos = mix(pos0, pos1, weight); -+ -+ gl_Position = gl_ModelViewProjectionMatrix * pos; -+} -diff --git a/src/perf/glslstateschange1.frag b/src/perf/glslstateschange1.frag -new file mode 100644 -index 0000000..0839436 ---- /dev/null -+++ b/src/perf/glslstateschange1.frag -@@ -0,0 +1,19 @@ -+// Multi-texture fragment shader -+// Brian Paul -+ -+// Composite second texture over first. -+// We're assuming the 2nd texture has a meaningful alpha channel. -+ -+uniform sampler2D tex1; -+uniform sampler2D tex2; -+uniform vec4 UniV1; -+uniform vec4 UniV2; -+ -+void main() -+{ -+ vec4 t3; -+ vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy); -+ vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy); -+ t3 = mix(t1, t2, t2.w); -+ gl_FragColor = t3 + UniV1 + UniV2; -+} -diff --git a/src/perf/glslstateschange1.vert b/src/perf/glslstateschange1.vert -new file mode 100644 -index 0000000..cef50db ---- /dev/null -+++ b/src/perf/glslstateschange1.vert -@@ -0,0 +1,14 @@ -+// Multi-texture vertex shader -+// Brian Paul -+ -+ -+attribute vec4 TexCoord0, TexCoord1; -+attribute vec4 VertCoord; -+ -+void main() -+{ -+ gl_TexCoord[0] = TexCoord0; -+ gl_TexCoord[1] = TexCoord1; -+ // note: may use gl_Vertex or VertCoord here for testing: -+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; -+} -diff --git a/src/perf/glslstateschange2.frag b/src/perf/glslstateschange2.frag -new file mode 100644 -index 0000000..0df0319 ---- /dev/null -+++ b/src/perf/glslstateschange2.frag -@@ -0,0 +1,17 @@ -+// Multi-texture fragment shader -+// Brian Paul -+ -+// Composite second texture over first. -+// We're assuming the 2nd texture has a meaningful alpha channel. -+ -+uniform sampler2D tex1; -+uniform sampler2D tex2; -+uniform vec4 UniV1; -+uniform vec4 UniV2; -+ -+void main() -+{ -+ vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy); -+ vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy); -+ gl_FragColor = t1 + t2 + UniV1 + UniV2; -+} -diff --git a/src/perf/glslstateschange2.vert b/src/perf/glslstateschange2.vert -new file mode 100644 -index 0000000..cef50db ---- /dev/null -+++ b/src/perf/glslstateschange2.vert -@@ -0,0 +1,14 @@ -+// Multi-texture vertex shader -+// Brian Paul -+ -+ -+attribute vec4 TexCoord0, TexCoord1; -+attribute vec4 VertCoord; -+ -+void main() -+{ -+ gl_TexCoord[0] = TexCoord0; -+ gl_TexCoord[1] = TexCoord1; -+ // note: may use gl_Vertex or VertCoord here for testing: -+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; -+} -diff --git a/src/vpglsl/infinite-loop.glsl b/src/vpglsl/infinite-loop.glsl -new file mode 100644 -index 0000000..bc7ae4b ---- /dev/null -+++ b/src/vpglsl/infinite-loop.glsl -@@ -0,0 +1,8 @@ -+void main() { -+ gl_Position = gl_Vertex; -+ vec4 sum = vec4(0); -+ for (int i = 1; i != 2; i += 2) { -+ sum += vec4(0.1, 0.1, 0.1, 0.1); -+ } -+ gl_FrontColor = sum; -+} --- -2.0.0 - |