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#include "shader_vars.h" |
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namespace shader { |
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struct vin vin; |
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varying_3f vin::position_3f ("gl_Vertex"); |
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varying_4f vin::position_4f ("gl_Vertex"); |
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varying_3f vin::normal_3f ("gl_Normal"); |
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varying_3f vin::color_3f ("gl_Color"); |
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varying_4f vin::color_4f ("gl_Color"); |
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varying_3f vin::color2_3f ("gl_SecondaryColor"); |
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varying_4f vin::color2_4f ("gl_SecondaryColor"); |
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varying_1f vin::texcoord_1f[8] = |
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{ |
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varying_1f ("gl_TexCoord[0]"), varying_1f ("gl_TexCoord[1]"), varying_1f ("gl_TexCoord[2]"), varying_1f ("gl_TexCoord[3]"), |
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varying_1f ("gl_TexCoord[4]"), varying_1f ("gl_TexCoord[5]"), varying_1f ("gl_TexCoord[6]"), varying_1f ("gl_TexCoord[7]"), |
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}; |
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varying_2f vin::texcoord_2f[8] = |
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{ |
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varying_2f ("gl_TexCoord[0]"), varying_2f ("gl_TexCoord[1]"), varying_2f ("gl_TexCoord[2]"), varying_2f ("gl_TexCoord[3]"), |
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varying_2f ("gl_TexCoord[4]"), varying_2f ("gl_TexCoord[5]"), varying_2f ("gl_TexCoord[6]"), varying_2f ("gl_TexCoord[7]"), |
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}; |
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varying_3f vin::texcoord_3f[8] = |
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{ |
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varying_3f ("gl_TexCoord[0]"), varying_3f ("gl_TexCoord[1]"), varying_3f ("gl_TexCoord[2]"), varying_3f ("gl_TexCoord[3]"), |
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varying_3f ("gl_TexCoord[4]"), varying_3f ("gl_TexCoord[5]"), varying_3f ("gl_TexCoord[6]"), varying_3f ("gl_TexCoord[7]"), |
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}; |
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varying_4f vin::texcoord_4f[8] = |
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{ |
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varying_4f ("gl_TexCoord[0]"), varying_4f ("gl_TexCoord[1]"), varying_4f ("gl_TexCoord[2]"), varying_4f ("gl_TexCoord[3]"), |
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varying_4f ("gl_TexCoord[4]"), varying_4f ("gl_TexCoord[5]"), varying_4f ("gl_TexCoord[6]"), varying_4f ("gl_TexCoord[7]"), |
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}; |
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varying_1f vin::psize_1f ("PSIZE"); |
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glvar vin::position ("gl_Position"); |
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glvar vin::normal ("gl_Normal"); |
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glvar vout::position ("gl_Position"); |
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glvar vout::point_size ("gl_PointSize"); |
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glvar vout::clip_vertex ("gl_ClipVertex"); |
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glvar vout::front_color ("gl_FontColor"); |
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glvar vout::back_color ("gl_BackColor"); |
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glvar vout::front_secondary_color ("gl_FrontSecondaryColor"); |
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glvar vout::back_secondary_color ("gl_BackSecondaryColor"); |
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glvar vout::texcoord[8] = |
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{ |
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glvar ("gl_TexCoord[0]"), glvar ("gl_TexCoord[1]"), glvar ("gl_TexCoord[2]"), glvar ("gl_TexCoord[3]"), |
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glvar ("gl_TexCoord[4]"), glvar ("gl_TexCoord[5]"), glvar ("gl_TexCoord[6]"), glvar ("gl_TexCoord[7]"), |
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}; |
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glvar vout::fog_frag_coord ("gl_FogFragCoord"); |
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glvar fin::frag_coord ("gl_FragCoord"); |
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glvar fin::color ("gl_Color"); |
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glvar fin::secondary_color ("gl_SecondaryColor"); |
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glvar fin::texcoord[8] = |
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{ |
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glvar ("gl_TexCoord[0]"), glvar ("gl_TexCoord[1]"), glvar ("gl_TexCoord[2]"), glvar ("gl_TexCoord[3]"), |
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glvar ("gl_TexCoord[4]"), glvar ("gl_TexCoord[5]"), glvar ("gl_TexCoord[6]"), glvar ("gl_TexCoord[7]"), |
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}; |
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glvar fin::fog_frag_coord ("gl_FogFragCoord"); |
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glvar fout::frag_color ("gl_FragColor"); |
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glvar fout::frag_depth ("gl_FragDepth"); |
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glvar fout::frag_data[2] = { glvar ("gl_FragData[0]"), glvar ("gl_FragData[1]") }; |
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uniform_matrix_4f gl::model_view_matrix ("gl_ModelViewMatrix"), |
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gl::projection_matrix ("gl_ProjectionMatrix"), |
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gl::model_view_projection_matrix ("gl_ModelViewProjectionMatrix"), |
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gl::texture_matrix[8] = |
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{ |
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uniform_matrix_4f ("gl_TextureMatrix[0]"), uniform_matrix_4f ("gl_TextureMatrix[1]"), |
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uniform_matrix_4f ("gl_TextureMatrix[2]"), uniform_matrix_4f ("gl_TextureMatrix[3]"), |
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uniform_matrix_4f ("gl_TextureMatrix[4]"), uniform_matrix_4f ("gl_TextureMatrix[5]"), |
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uniform_matrix_4f ("gl_TextureMatrix[6]"), uniform_matrix_4f ("gl_TextureMatrix[7]"), |
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}; |
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uniform_matrix_4f gl::model_view_matrix_inverse ("gl_ModelViewMatrixInverse"), |
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gl::projection_matrix_inverse ("gl_ProjectionMatrixInverse"), |
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gl::model_view_projection_matrix_inverse ("gl_ModelViewProjectionMatrixInverse"), |
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gl::texture_matrix_inverse[8] = |
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{ |
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uniform_matrix_4f ("gl_TextureMatrixInverse[0]"), uniform_matrix_4f ("gl_TextureMatrixInverse[1]"), |
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uniform_matrix_4f ("gl_TextureMatrixInverse[2]"), uniform_matrix_4f ("gl_TextureMatrixInverse[3]"), |
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uniform_matrix_4f ("gl_TextureMatrixInverse[4]"), uniform_matrix_4f ("gl_TextureMatrixInverse[5]"), |
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uniform_matrix_4f ("gl_TextureMatrixInverse[6]"), uniform_matrix_4f ("gl_TextureMatrixInverse[7]"), |
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}; |
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uniform_matrix_4f gl::model_view_matrix_transpose ("gl_ModelViewMatrixTranspose"), |
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gl::projection_matrix_transpose ("gl_ProjectionMatrixTranspose"), |
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gl::model_view_projection_matrix_transpose ("gl_ModelViewProjectionMatrixTranspose"), |
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gl::texture_matrix_transpose[8] = |
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{ |
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uniform_matrix_4f ("gl_TextureMatrixTranspose[0]"), uniform_matrix_4f ("gl_TextureMatrixTranspose[1]"), |
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uniform_matrix_4f ("gl_TextureMatrixTranspose[2]"), uniform_matrix_4f ("gl_TextureMatrixTranspose[3]"), |
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uniform_matrix_4f ("gl_TextureMatrixTranspose[4]"), uniform_matrix_4f ("gl_TextureMatrixTranspose[5]"), |
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uniform_matrix_4f ("gl_TextureMatrixTranspose[6]"), uniform_matrix_4f ("gl_TextureMatrixTranspose[7]"), |
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}; |
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uniform_matrix_4f gl::model_view_matrix_inverse_transpose ("gl_ModelViewMatrixInverseTranspose"), |
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gl::projection_matrix_inverse_transpose ("gl_ProjectionMatrixInverseTranspose"), |
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gl::model_view_projection_matrix_inverse_transpose ("gl_ModelViewProjectionMatrixInverseTranspose"), |
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gl::texture_matrix_inverse_transpose[8] = |
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{ |
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uniform_matrix_4f ("gl_TextureMatrixInverseTranspose[0]"), uniform_matrix_4f ("gl_TextureMatrixInverseTranspose[1]"), |
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uniform_matrix_4f ("gl_TextureMatrixInverseTranspose[2]"), uniform_matrix_4f ("gl_TextureMatrixInverseTranspose[3]"), |
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uniform_matrix_4f ("gl_TextureMatrixInverseTranspose[4]"), uniform_matrix_4f ("gl_TextureMatrixInverseTranspose[5]"), |
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uniform_matrix_4f ("gl_TextureMatrixInverseTranspose[6]"), uniform_matrix_4f ("gl_TextureMatrixInverseTranspose[7]"), |
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}; |
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uniform_matrix_3f gl::normal_matrix; |
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uniform_1f gl::normal_scale; |
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uniform_1f gl::depth_range_near, depth_range_far, depth_range_diff; |
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uniform_4f gl::clip_plane[2]; |
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uniform_4f gl::front_material_emission, |
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gl::front_material_ambient, |
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gl::front_material_diffuse, |
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gl::front_material_specular, |
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gl::front_material_shininess; |
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uniform_4f gl::back_material_emission, |
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gl::back_material_ambient, |
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gl::back_material_diffuse, |
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gl::back_material_specular, |
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gl::back_material_shininess; |
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uniform_4f gl::light_model_ambient; |
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uniform_4f gl::front_light_model_product_scene_color; |
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uniform_4f gl::back_light_model_product_scene_color; |
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#if 0 |
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varying_4f fin::position_4f ("gl_Position"); |
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varying_4f fin::color_4f ("gl_Color"); |
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varying_4f fin::color2_4f ("gl_SecondaryColor"); |
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varying_4f fin::texcoord_4f[8] = |
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{ |
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varying_4f ("gl_TexCoord[0]"), varying_4f ("gl_TexCoord[1]"), varying_4f ("gl_TexCoord[2]"), varying_4f ("gl_TexCoord[3]"), |
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varying_4f ("gl_TexCoord[4]"), varying_4f ("gl_TexCoord[5]"), varying_4f ("gl_TexCoord[6]"), varying_4f ("gl_TexCoord[7]"), |
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}; |
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#endif |
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struct fout fout; |
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#if 0 |
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varying_4f fout::color_4f ("gl_FragColor"); |
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varying_1f fout::depth_1f ("gl_FragDepth"); |
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#endif |
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} |
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