typedef image(dimensions=cube, shadow, sampled) float samplerCubeShadow;
typedef image(dimensions=cube[], shadow, sampled) float samplerCubeArrayShadow;
+// BEGIN BUILTIN FUNCTIONS
+float sin(float angle);
+vec2 sin(vec2 angle);
+vec3 sin(vec3 angle);
+vec4 sin(vec4 angle);
+float cos(float angle);
+vec2 cos(vec2 angle);
+vec3 cos(vec3 angle);
+vec4 cos(vec4 angle);
+float tan(float angle);
+vec2 tan(vec2 angle);
+vec3 tan(vec3 angle);
+vec4 tan(vec4 angle);
+float asin(float x);
+vec2 asin(vec2 x);
+vec3 asin(vec3 x);
+vec4 asin(vec4 x);
+float acos(float x);
+vec2 acos(vec2 x);
+vec3 acos(vec3 x);
+vec4 acos(vec4 x);
+float atan(float y, float x);
+vec2 atan(vec2 y, vec2 x);
+vec3 atan(vec3 y, vec3 x);
+vec4 atan(vec4 y, vec4 x);
+float sinh(float angle);
+vec2 sinh(vec2 angle);
+vec3 sinh(vec3 angle);
+vec4 sinh(vec4 angle);
+float cosh(float angle);
+vec2 cosh(vec2 angle);
+vec3 cosh(vec3 angle);
+vec4 cosh(vec4 angle);
+float tanh(float angle);
+vec2 tanh(vec2 angle);
+vec3 tanh(vec3 angle);
+vec4 tanh(vec4 angle);
+float asinh(float x);
+vec2 asinh(vec2 x);
+vec3 asinh(vec3 x);
+vec4 asinh(vec4 x);
+float acosh(float x);
+vec2 acosh(vec2 x);
+vec3 acosh(vec3 x);
+vec4 acosh(vec4 x);
+float atanh(float x);
+vec2 atanh(vec2 x);
+vec3 atanh(vec3 x);
+vec4 atanh(vec4 x);
+float pow(float x, float y);
+vec2 pow(vec2 x, vec2 y);
+vec3 pow(vec3 x, vec3 y);
+vec4 pow(vec4 x, vec4 y);
+float exp(float x);
+vec2 exp(vec2 x);
+vec3 exp(vec3 x);
+vec4 exp(vec4 x);
+float log(float x);
+vec2 log(vec2 x);
+vec3 log(vec3 x);
+vec4 log(vec4 x);
+float exp2(float x);
+vec2 exp2(vec2 x);
+vec3 exp2(vec3 x);
+vec4 exp2(vec4 x);
+float log2(float x);
+vec2 log2(vec2 x);
+vec3 log2(vec3 x);
+vec4 log2(vec4 x);
+float sqrt(float x);
+vec2 sqrt(vec2 x);
+vec3 sqrt(vec3 x);
+vec4 sqrt(vec4 x);
+float inversesqrt(float x);
+vec2 inversesqrt(vec2 x);
+vec3 inversesqrt(vec3 x);
+vec4 inversesqrt(vec4 x);
+float abs(float x);
+vec2 abs(vec2 x);
+vec3 abs(vec3 x);
+vec4 abs(vec4 x);
+int abs(int x);
+ivec2 abs(ivec2 x);
+ivec3 abs(ivec3 x);
+ivec4 abs(ivec4 x);
+float sign(float x);
+vec2 sign(vec2 x);
+vec3 sign(vec3 x);
+vec4 sign(vec4 x);
+int sign(int x);
+ivec2 sign(ivec2 x);
+ivec3 sign(ivec3 x);
+ivec4 sign(ivec4 x);
+float floor(float x);
+vec2 floor(vec2 x);
+vec3 floor(vec3 x);
+vec4 floor(vec4 x);
+float trunc(float x);
+vec2 trunc(vec2 x);
+vec3 trunc(vec3 x);
+vec4 trunc(vec4 x);
+float round(float x);
+vec2 round(vec2 x);
+vec3 round(vec3 x);
+vec4 round(vec4 x);
+float roundEven(float x);
+vec2 roundEven(vec2 x);
+vec3 roundEven(vec3 x);
+vec4 roundEven(vec4 x);
+float ceil(float x);
+vec2 ceil(vec2 x);
+vec3 ceil(vec3 x);
+vec4 ceil(vec4 x);
+float fract(float x);
+vec2 fract(vec2 x);
+vec3 fract(vec3 x);
+vec4 fract(vec4 x);
+float mod(float x, float y);
+vec2 mod(vec2 x, vec2 y);
+vec3 mod(vec3 x, vec3 y);
+vec4 mod(vec4 x, vec4 y);
+vec2 mod(vec2 x, float y);
+vec3 mod(vec3 x, float y);
+vec4 mod(vec4 x, float y);
+float modf(float x, out float y);
+vec2 modf(vec2 x, out vec2 y);
+vec3 modf(vec3 x, out vec3 y);
+vec4 modf(vec4 x, out vec4 y);
+float min(float x, float y);
+vec2 min(vec2 x, vec2 y);
+vec3 min(vec3 x, vec3 y);
+vec4 min(vec4 x, vec4 y);
+int min(int x, int y);
+ivec2 min(ivec2 x, ivec2 y);
+ivec3 min(ivec3 x, ivec3 y);
+ivec4 min(ivec4 x, ivec4 y);
+vec2 min(vec2 x, float y);
+vec3 min(vec3 x, float y);
+vec4 min(vec4 x, float y);
+ivec2 min(ivec2 x, int y);
+ivec3 min(ivec3 x, int y);
+ivec4 min(ivec4 x, int y);
+float max(float x, float y);
+vec2 max(vec2 x, vec2 y);
+vec3 max(vec3 x, vec3 y);
+vec4 max(vec4 x, vec4 y);
+int max(int x, int y);
+ivec2 max(ivec2 x, ivec2 y);
+ivec3 max(ivec3 x, ivec3 y);
+ivec4 max(ivec4 x, ivec4 y);
+vec2 max(vec2 x, float y);
+vec3 max(vec3 x, float y);
+vec4 max(vec4 x, float y);
+ivec2 max(ivec2 x, int y);
+ivec3 max(ivec3 x, int y);
+ivec4 max(ivec4 x, int y);
+float clamp(float x, float minVal, float maxVal);
+vec2 clamp(vec2 x, vec2 minVal, vec2 maxVal);
+vec3 clamp(vec3 x, vec3 minVal, vec3 maxVal);
+vec4 clamp(vec4 x, vec4 minVal, vec4 maxVal);
+int clamp(int x, int minVal, int maxVal);
+ivec2 clamp(ivec2 x, ivec2 minVal, ivec2 maxVal);
+ivec3 clamp(ivec3 x, ivec3 minVal, ivec3 maxVal);
+ivec4 clamp(ivec4 x, ivec4 minVal, ivec4 maxVal);
+vec2 clamp(vec2 x, float minVal, float maxVal);
+vec3 clamp(vec3 x, float minVal, float maxVal);
+vec4 clamp(vec4 x, float minVal, float maxVal);
+ivec2 clamp(ivec2 x, int minVal, int maxVal);
+ivec3 clamp(ivec3 x, int minVal, int maxVal);
+ivec4 clamp(ivec4 x, int minVal, int maxVal);
+float mix(float x, float y, float a);
+vec2 mix(vec2 x, vec2 y, vec2 a);
+vec3 mix(vec3 x, vec3 y, vec3 a);
+vec4 mix(vec4 x, vec4 y, vec4 a);
+vec2 mix(vec2 x, vec2 y, float a);
+vec3 mix(vec3 x, vec3 y, float a);
+vec4 mix(vec4 x, vec4 y, float a);
+float step(float edge, float x);
+vec2 step(vec2 edge, vec2 x);
+vec3 step(vec3 edge, vec3 x);
+vec4 step(vec4 edge, vec4 x);
+vec2 step(float edge, vec2 x);
+vec3 step(float edge, vec3 x);
+vec4 step(float edge, vec4 x);
+float smoothstep(float edge0, float edge1, float x);
+vec2 smoothstep(vec2 edge0, vec2 edge1, vec2 x);
+vec3 smoothstep(vec3 edge0, vec3 edge1, vec3 x);
+vec4 smoothstep(vec4 edge0, vec4 edge1, vec4 x);
+vec2 smoothstep(float edge0, float edge1, vec2 x);
+vec3 smoothstep(float edge0, float edge1, vec3 x);
+vec4 smoothstep(float edge0, float edge1, vec4 x);
+float fma(float a, float b, float c);
+vec2 fma(vec2 a, vec2 b, vec2 c);
+vec3 fma(vec3 a, vec3 b, vec3 c);
+vec4 fma(vec4 a, vec4 b, vec4 c);
+float length(float x);
+float length(vec2 x);
+float length(vec3 x);
+float length(vec4 x);
+float distance(float p0, float p1);
+float distance(vec2 p0, vec2 p1);
+float distance(vec3 p0, vec3 p1);
+float distance(vec4 p0, vec4 p1);
+float dot(float x, float y);
+float dot(vec2 x, vec2 y);
+float dot(vec3 x, vec3 y);
+float dot(vec4 x, vec4 y);
+vec3 cross(vec3 x);
+float normalize(float x);
+vec2 normalize(vec2 x);
+vec3 normalize(vec3 x);
+vec4 normalize(vec4 x);
+float faceforward(float N, float I, float Nref);
+vec2 faceforward(vec2 N, vec2 I, vec2 Nref);
+vec3 faceforward(vec3 N, vec3 I, vec3 Nref);
+vec4 faceforward(vec4 N, vec4 I, vec4 Nref);
+float reflect(float N, float I);
+vec2 reflect(vec2 N, vec2 I);
+vec3 reflect(vec3 N, vec3 I);
+vec4 reflect(vec4 N, vec4 I);
+float refract(float N, float I, float eta);
+vec2 refract(vec2 N, vec2 I, float eta);
+vec3 refract(vec3 N, vec3 I, float eta);
+vec4 refract(vec4 N, vec4 I, float eta);
+mat2 matrixCompMult(mat2 x, mat2 y);
+mat3 matrixCompMult(mat3 x, mat3 y);
+mat4 matrixCompMult(mat4 x, mat4 y);
+mat2x3 matrixCompMult(mat2x3 x, mat2x3 y);
+mat3x2 matrixCompMult(mat3x2 x, mat3x2 y);
+mat2x4 matrixCompMult(mat2x4 x, mat2x4 y);
+mat4x2 matrixCompMult(mat4x2 x, mat4x2 y);
+mat3x4 matrixCompMult(mat3x4 x, mat3x4 y);
+mat4x3 matrixCompMult(mat4x3 x, mat4x3 y);
+mat2 transpose(mat2 m);
+mat3 transpose(mat3 m);
+mat4 transpose(mat4 m);
+mat2 determinant(mat2 m);
+mat3 determinant(mat3 m);
+mat4 determinant(mat4 m);
+mat2 inverse(mat2 m);
+mat3 inverse(mat3 m);
+mat4 inverse(mat4 m);
+int textureSize(sampler1D sampler, int lod);
+ivec2 textureSize(sampler2D sampler, int lod);
+ivec3 textureSize(sampler3D sampler, int lod);
+ivec2 textureSize(sampler1DArray sampler, int lod);
+ivec3 textureSize(sampler2DArray sampler, int lod);
+ivec2 textureSize(samplerCube sampler, int lod);
+ivec3 textureSize(samplerCubeArray sampler, int lod);
+int textureSize(sampler1DShadow sampler, int lod);
+ivec2 textureSize(sampler2DShadow sampler, int lod);
+ivec2 textureSize(samplerCubeShadow sampler, int lod);
+ivec2 textureSize(sampler1DArrayShadow sampler, int lod);
+ivec3 textureSize(sampler2DArrayShadow sampler, int lod);
+ivec3 textureSize(samplerCubeArrayShadow sampler, int lod);
+vec4 texture(sampler1D sampler, float P);
+vec4 texture(sampler2D sampler, vec2 P);
+vec4 texture(sampler3D sampler, vec3 P);
+vec4 texture(sampler1DArray sampler, vec2 P);
+vec4 texture(sampler2DArray sampler, vec3 P);
+vec4 texture(samplerCube sampler, vec3 P);
+vec4 texture(samplerCubeArray sampler, vec4 P);
+float texture(sampler1DShadow sampler, vec3 P);
+float texture(sampler2DShadow sampler, vec3 P);
+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 texelFetch(sampler1D sampler, int P, int lod);
+vec4 texelFetch(sampler2D sampler, ivec2 P, int lod);
+vec4 texelFetch(sampler3D sampler, ivec3 P, int lod);
+vec4 texelFetch(sampler1DArray sampler, ivec2 P, int lod);
+vec4 texelFetch(sampler2DArray sampler, ivec3 P, int lod);
+// END BUILTIN FUNCTIONS
+
#pragma MSP stage(vertex)
out gl_PerVertex
{
vec4 gl_Position;
float gl_ClipDistance[];
};
+
+void EmitVertex();
+void EndPrimitive();
--- /dev/null
+#!/usr/bin/python3
+
+import sys
+
+traits = {
+ "sampler1D": { "CDim": 1, "IDim": 1 },
+ "sampler2D": { "CDim": 2, "IDim": 2 },
+ "sampler3D": { "CDim": 3, "IDim": 3 },
+ "sampler1DArray": { "CDim": 2, "IDim": 2 },
+ "sampler2DArray": { "CDim": 3, "IDim": 3 },
+ "samplerCube": { "CDim": 3, "IDim": 2 },
+ "samplerCubeArray": { "CDim": 4, "IDim": 3 },
+ "sampler1DShadow": { "CDim": 3, "IDim": 1 },
+ "sampler2DShadow": { "CDim": 3, "IDim": 2 },
+ "samplerCubeShadow": { "CDim": 4, "IDim": 2 },
+ "sampler1DArrayShadow": { "CDim": 3, "IDim": 2 },
+ "sampler2DArrayShadow": { "CDim": 4, "IDim": 3 },
+ "samplerCubeArrayShadow": { "IDim": 3 },
+ "float": { "Base": "float" },
+ "vec2": { "Base": "float" },
+ "vec3": { "Base": "float" },
+ "vec4": { "Base": "float" },
+ "int": { "Base": "int" },
+ "ivec2": { "Base": "int" },
+ "ivec3": { "Base": "int" },
+ "ivec4": { "Base": "int" }
+}
+
+float32types = ("float", "vec2", "vec3", "vec4")
+floattypes = float32types
+int32types = ("int", "ivec2", "ivec3", "ivec4")
+signedtypes = floattypes+int32types
+arithmetictypes = signedtypes
+squarematrixtypes = ("mat2", "mat3", "mat4")
+matrixtypes = squarematrixtypes+("mat2x3", "mat3x2", "mat2x4", "mat4x2", "mat3x4", "mat4x3")
+flatsamplertypes = ("sampler1D", "sampler2D", "sampler3D", "sampler1DArray", "sampler2DArray")
+colorsamplertypes = flatsamplertypes+("samplerCube", "samplerCubeArray")
+shadowsamplertypes = ("sampler1DShadow", "sampler2DShadow", "samplerCubeShadow", "sampler1DArrayShadow", "sampler2DArrayShadow", "samplerCubeArrayShadow")
+samplertypes = colorsamplertypes+shadowsamplertypes
+funcs = [
+ # Trigonometric
+ ("T sin(T angle)", float32types),
+ ("T cos(T angle)", float32types),
+ ("T tan(T angle)", float32types),
+ ("T asin(T x)", float32types),
+ ("T acos(T x)", float32types),
+ ("T atan(T y, T x)", float32types),
+ ("T sinh(T angle)", float32types),
+ ("T cosh(T angle)", float32types),
+ ("T tanh(T angle)", float32types),
+ ("T asinh(T x)", float32types),
+ ("T acosh(T x)", float32types),
+ ("T atanh(T x)", float32types),
+
+ # Exponential
+ ("T pow(T x, T y)", float32types),
+ ("T exp(T x)", float32types),
+ ("T log(T x)", float32types),
+ ("T exp2(T x)", float32types),
+ ("T log2(T x)", float32types),
+ ("T sqrt(T x)", floattypes),
+ ("T inversesqrt(T x)", floattypes),
+
+ # Common
+ ("T abs(T x)", signedtypes),
+ ("T sign(T x)", signedtypes),
+ ("T floor(T x)", floattypes),
+ ("T trunc(T x)", floattypes),
+ ("T round(T x)", floattypes),
+ ("T roundEven(T x)", floattypes),
+ ("T ceil(T x)", floattypes),
+ ("T fract(T x)", floattypes),
+ ("T mod(T x, T y)", floattypes),
+ ("T mod(T x, T::Base y)", floattypes),
+ ("T modf(T x, out T y)", floattypes),
+ ("T min(T x, T y)", arithmetictypes),
+ ("T min(T x, T::Base y)", arithmetictypes),
+ ("T max(T x, T y)", arithmetictypes),
+ ("T max(T x, T::Base y)", arithmetictypes),
+ ("T clamp(T x, T minVal, T maxVal)", arithmetictypes),
+ ("T clamp(T x, T::Base minVal, T::Base maxVal)", arithmetictypes),
+ ("T mix(T x, T y, T a)", floattypes),
+ ("T mix(T x, T y, T::Base a)", floattypes),
+ ("T step(T edge, T x)", floattypes),
+ ("T step(T::Base edge, T x)", floattypes),
+ ("T smoothstep(T edge0, T edge1, T x)", floattypes),
+ ("T smoothstep(T::Base edge0, T::Base edge1, T x)", floattypes),
+ ("T fma(T a, T b, T c)", floattypes),
+
+ # Geometric
+ ("T::Base length(T x)", floattypes),
+ ("T::Base distance(T p0, T p1)", floattypes),
+ ("T::Base dot(T x, T y)", floattypes),
+ "vec3 cross(vec3 x)",
+ ("T normalize(T x)", floattypes),
+ ("T faceforward(T N, T I, T Nref)", floattypes),
+ ("T reflect(T N, T I)", floattypes),
+ ("T refract(T N, T I, float eta)", floattypes),
+
+ # Matrix
+ ("T matrixCompMult(T x, T y)", matrixtypes),
+ ("T transpose(T m)", squarematrixtypes),
+ ("T determinant(T m)", squarematrixtypes),
+ ("T inverse(T m)", squarematrixtypes),
+
+ # Texture
+ ("int[T::IDim] textureSize(T sampler, int lod)", samplertypes),
+ ("vec4 texture(T sampler, float[T::CDim] P)", colorsamplertypes),
+ ("float texture(T sampler, float[T::CDim] P)", tuple(s for s in shadowsamplertypes if "CubeArray" not in s)),
+ "float texture(samplerCubeArrayShadow sampler, vec4 P, float compare)",
+ ("vec4 textureLod(T sampler, float[T::CDim] P)", colorsamplertypes),
+ ("vec4 texelFetch(T sampler, int[T::CDim] P, int lod)", flatsamplertypes)
+]
+
+def tokenize(code):
+ out_tokens = []
+ token = ""
+ for i, c in enumerate(code):
+ if c.isspace():
+ continue
+
+ token += c
+ n = code[i+1] if i+1<len(code) else " "
+
+ end = False
+ if token[0].isalpha():
+ if not n.isalnum():
+ end = True
+ else:
+ if n.isalnum() or n.isspace():
+ end = True
+
+ if end:
+ out_tokens.append(token)
+ token = ""
+
+ return out_tokens
+
+def expand_tokens(tokens, i, gentype):
+ t = tokens[i]
+ if t=="T":
+ t = gentype
+ if i+1<len(tokens):
+ if tokens[i+1]=="::":
+ return (traits[t][tokens[i+2]], 3)
+ elif tokens[i+1]=="[":
+ sub, advance = expand_tokens(tokens, i+2, gentype)
+ if sub>1:
+ t = "ivec" if t=="int" else "vec"
+ t += str(sub)
+ return (t, 3+advance)
+ return (t, 1)
+
+def expand_template(template, gentype):
+ result = ""
+ special = True
+ tokens = tokenize(template)
+ i = 0
+ while i<len(tokens):
+ t, advance = expand_tokens(tokens, i, gentype)
+
+ if not special and t[0].isalpha():
+ result += " "
+ special = not t[0].isalpha()
+
+ if t==",":
+ result += ", "
+ else:
+ result += t
+
+ i += advance
+
+ return result
+
+def generate_functions():
+ out_lines = []
+ generated = set()
+ for f in funcs:
+ if type(f)==tuple:
+ for t in f[1]:
+ decl = expand_template(f[0], t)
+ if not decl in generated:
+ out_lines.append(decl+";\n")
+ generated.add(decl)
+ else:
+ out_lines.append(f+";\n")
+
+ return out_lines
+
+def generate_file(fn):
+ out_lines = []
+ skip = False
+ for line in open(fn):
+ if not skip:
+ out_lines.append(line)
+ if "BEGIN BUILTIN FUNCTIONS" in line:
+ skip = True
+ out_lines += generate_functions()
+ elif "END BUILTIN FUNCTIONS" in line:
+ out_lines.append(line)
+ skip = False
+
+ open(fn, "w").writelines(out_lines)
+
+if __name__=="__main__":
+ generate_file(sys.argv[1])