X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=builtin_data%2F_builtin.glsl;h=aa36d5c601d3bf13e055c5f9df01c5fda4828322;hb=8c4d64c71df5c4dcab1838d81412d7a7244ada58;hp=b7737356397ac92e13e08bcc722b6b3d0df268c7;hpb=9e44b553e200a9377901bd8e4c9de2b1465ec86a;p=libs%2Fgl.git diff --git a/builtin_data/_builtin.glsl b/builtin_data/_builtin.glsl index b7737356..aa36d5c6 100644 --- a/builtin_data/_builtin.glsl +++ b/builtin_data/_builtin.glsl @@ -436,13 +436,13 @@ float texture(samplerCubeShadow sampler, vec4 P); float texture(sampler1DArrayShadow sampler, vec3 P); float texture(sampler2DArrayShadow sampler, vec4 P); float texture(samplerCubeArrayShadow sampler, vec4 P, float compare); -vec4 textureLod(sampler1D sampler, float P); -vec4 textureLod(sampler2D sampler, vec2 P); -vec4 textureLod(sampler3D sampler, vec3 P); -vec4 textureLod(sampler1DArray sampler, vec2 P); -vec4 textureLod(sampler2DArray sampler, vec3 P); -vec4 textureLod(samplerCube sampler, vec3 P); -vec4 textureLod(samplerCubeArray sampler, vec4 P); +vec4 textureLod(sampler1D sampler, float P, float lod); +vec4 textureLod(sampler2D sampler, vec2 P, float lod); +vec4 textureLod(sampler3D sampler, vec3 P, float lod); +vec4 textureLod(sampler1DArray sampler, vec2 P, float lod); +vec4 textureLod(sampler2DArray sampler, vec3 P, float lod); +vec4 textureLod(samplerCube sampler, vec3 P, float lod); +vec4 textureLod(samplerCubeArray sampler, vec4 P, float lod); vec4 texelFetch(sampler1D sampler, int P, int lod); vec4 texelFetch(sampler2D sampler, ivec2 P, int lod); vec4 texelFetch(sampler3D sampler, ivec3 P, int lod); @@ -451,9 +451,12 @@ vec4 texelFetch(sampler2DArray sampler, ivec3 P, int lod); // END BUILTIN FUNCTIONS #pragma MSP stage(vertex) +in int gl_VertexID; +in int gl_InstanceID; out gl_PerVertex { vec4 gl_Position; + float gl_PointSize; float gl_ClipDistance[]; }; @@ -461,13 +464,18 @@ out gl_PerVertex in gl_PerVertex { vec4 gl_Position; + float gl_PointSize; float gl_ClipDistance[]; } gl_in[]; +in int gl_PrimitiveIDIn; out gl_PerVertex { vec4 gl_Position; + float gl_PointSize; float gl_ClipDistance[]; }; +out int gl_PrimitiveID; +out int gl_Layer; void EmitVertex(); void EndPrimitive(); @@ -523,3 +531,13 @@ vec2 interpolateAtOffset(vec2 interpolant, vec2 offset); vec3 interpolateAtOffset(vec3 interpolant, vec2 offset); vec4 interpolateAtOffset(vec4 interpolant, vec2 offset); // END BUILTIN FRAGMENT FUNCTIONS + +in vec4 gl_FragCoord; +in bool gl_FrontFacing; +in float gl_ClipDistance[]; +in vec2 gl_PointCoord; +in int gl_PrimitiveID; +in int gl_SampleID; +in vec2 gl_SamplePosition; +in int gl_Layer; +out float gl_FragDepth;