-vec4 shadow1D (sampler1DShadow sampler, vec3 coord) {
- vec4 texel;
- __asm vec4_shad1d texel, sampler, coord, 0.0;
- return texel;
+vec4 shadow1D(const sampler1DShadow sampler, const vec3 coord)
+{
+ __asm vec4_tex1d __retVal, sampler, coord;
+}
+
+vec4 shadow1DProj(const sampler1DShadow sampler, const vec4 coord)
+{
+ vec4 pcoord;
+ pcoord.x = coord.x / coord.w;
+ pcoord.z = coord.z;
+ pcoord.w = bias;
+ __asm vec4_tex1d __retVal, sampler, pcoord;
+}
+
+vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord)
+{
+ __asm vec4_tex2d __retVal, sampler, coord;
+}
+
+vec4 shadow2DProj(const sampler2DShadow sampler, const vec4 coord)
+{
+ vec4 pcoord;
+ pcoord.xy = coord.xy / coord.w;
+ pcoord.z = coord.z;
+ __asm vec4_tex2d __retVal, sampler, pcoord;
}
-vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord) {
- return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q));
+
+//// GL_ARB_texture_rectangle:
+vec4 texture2DRect(const sampler2DRect sampler, const vec2 coord)
+{
+ __asm vec4_tex_rect __retVal, sampler, coord;
+}
+
+vec4 texture2DRectProj(const sampler2DRect sampler, const vec3 coord)
+{
+ // do projection here
+ vec4 pcoord;
+ pcoord.xy = coord.xy / coord.z;
+ __asm vec4_texp_rect __retVal, sampler, pcoord;
+}
+
+vec4 texture2DRectProj(const sampler2DRect sampler, const vec4 coord)
+{
+ // do projection here
+ vec4 pcoord;
+ pcoord.xy = coord.xy / coord.w;
+ __asm vec4_texp_rect __retVal, sampler, pcoord;
}
-vec4 shadow2D (sampler2DShadow sampler, vec3 coord) {
- vec4 texel;
- __asm vec4_shad2d texel, sampler, coord, 0.0;
- return texel;
+vec4 shadow2DRect(const sampler2DRectShadow sampler, const vec3 coord)
+{
+// XXX to do
}
-vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord) {
- return shadow2D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q));
+vec4 shadow2DRectProj(const sampler2DRectShadow sampler, const vec4 coord)
+{
+// XXX to do
}
+
+
//
// 8.9 Noise Functions
//
__asm vec4_texb1d __retVal, sampler, pcoord;
}
-
-
-
vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord, const float bias)
{
vec4 coord4;
-//// GL_ARB_texture_rectangle:
-vec4 texture2DRect(const sampler2DRect sampler, const vec2 coord)
-{
- __asm vec4_tex_rect __retVal, sampler, coord;
-}
-
-vec4 texture2DRectProj(const sampler2DRect sampler, const vec3 coord)
-{
- // do projection here
- vec4 pcoord;
- pcoord.xy = coord.xy / coord.z;
- __asm vec4_texp_rect __retVal, sampler, pcoord;
-}
-
-vec4 texture2DRectProj(const sampler2DRect sampler, const vec4 coord)
-{
- // do projection here
- vec4 pcoord;
- pcoord.xy = coord.xy / coord.w;
- __asm vec4_texp_rect __retVal, sampler, pcoord;
-}
-
-vec4 shadow2DRect(const sampler2DRectShadow sampler, const vec3 coord)
-{
-// XXX to do
-}
-
-vec4 shadow2DRectProj(const sampler2DRectShadow sampler, const vec4 coord)
-{
-// XXX to do
-}
-
-
-
//
// 8.8 Fragment Processing Functions
//