diff options
Diffstat (limited to 'meta-agl-bsp/meta-raspberrypi/recipes-graphics/mesa/mesa-demos/0001-mesa-demos-Add-missing-data-files.patch')
-rw-r--r-- | meta-agl-bsp/meta-raspberrypi/recipes-graphics/mesa/mesa-demos/0001-mesa-demos-Add-missing-data-files.patch | 624 |
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 + |