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-rw-r--r--meta-agl-bsp/meta-raspberrypi/recipes-graphics/mesa/mesa-demos/0001-mesa-demos-Add-missing-data-files.patch624
1 files changed, 624 insertions, 0 deletions
diff --git a/meta-agl-bsp/meta-raspberrypi/recipes-graphics/mesa/mesa-demos/0001-mesa-demos-Add-missing-data-files.patch b/meta-agl-bsp/meta-raspberrypi/recipes-graphics/mesa/mesa-demos/0001-mesa-demos-Add-missing-data-files.patch
new file mode 100644
index 000000000..93ee9c286
--- /dev/null
+++ b/meta-agl-bsp/meta-raspberrypi/recipes-graphics/mesa/mesa-demos/0001-mesa-demos-Add-missing-data-files.patch
@@ -0,0 +1,624 @@
+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
+