#include "shader_vars.h" namespace shader { namespace compile { struct vin vin; #if 0 varying_3f vin::vertex_3f ("gl_Vertex"); varying_4f vin::vertex_4f ("gl_Vertex"); varying_3f vin::normal_3f ("gl_Normal"); varying_3f vin::color_3f ("gl_Color"); varying_4f vin::color_4f ("gl_Color"); varying_3f vin::secondary_color_3f ("gl_SecondaryColor"); varying_4f vin::secondary_color_4f ("gl_SecondaryColor"); varying_1f vin::tex_coord_1f[8] = { varying_1f ("gl_TexCoord[0]"), varying_1f ("gl_TexCoord[1]"), varying_1f ("gl_TexCoord[2]"), varying_1f ("gl_TexCoord[3]"), varying_1f ("gl_TexCoord[4]"), varying_1f ("gl_TexCoord[5]"), varying_1f ("gl_TexCoord[6]"), varying_1f ("gl_TexCoord[7]"), }; varying_2f vin::tex_coord_2f[8] = { varying_2f ("gl_TexCoord[0]"), varying_2f ("gl_TexCoord[1]"), varying_2f ("gl_TexCoord[2]"), varying_2f ("gl_TexCoord[3]"), varying_2f ("gl_TexCoord[4]"), varying_2f ("gl_TexCoord[5]"), varying_2f ("gl_TexCoord[6]"), varying_2f ("gl_TexCoord[7]"), }; varying_3f vin::tex_coord_3f[8] = { varying_3f ("gl_TexCoord[0]"), varying_3f ("gl_TexCoord[1]"), varying_3f ("gl_TexCoord[2]"), varying_3f ("gl_TexCoord[3]"), varying_3f ("gl_TexCoord[4]"), varying_3f ("gl_TexCoord[5]"), varying_3f ("gl_TexCoord[6]"), varying_3f ("gl_TexCoord[7]"), }; varying_4f vin::tex_coord_4f[8] = { varying_4f ("gl_TexCoord[0]"), varying_4f ("gl_TexCoord[1]"), varying_4f ("gl_TexCoord[2]"), varying_4f ("gl_TexCoord[3]"), varying_4f ("gl_TexCoord[4]"), varying_4f ("gl_TexCoord[5]"), varying_4f ("gl_TexCoord[6]"), varying_4f ("gl_TexCoord[7]"), }; #endif gluvar const vin::vertex ("gl_Vertex"); gluvar const vin::normal ("gl_Normal"); gluvar const vin::color ("gl_Color"); gluvar const vin::secondary_color ("gl_SecondaryColor"); gluvar const vin::tex_coord[8] = { gluvar ("gl_MultiTexCoord0"), gluvar ("gl_MultiTexCoord1"), gluvar ("gl_MultiTexCoord2"), gluvar ("gl_MultiTexCoord3"), gluvar ("gl_MultiTexCoord4"), gluvar ("gl_MultiTexCoord5"), gluvar ("gl_MultiTexCoord6"), gluvar ("gl_MultiTexCoord7"), }; gluvar const vin::fog_coord ("gl_FogCoord"); struct vout vout; gluvar const vout::position ("gl_Position"); gluvar const vout::point_size ("gl_PointSize"); gluvar const vout::clip_vertex ("gl_ClipVertex"); gluvar const vout::front_color ("gl_FontColor"); gluvar const vout::back_color ("gl_BackColor"); gluvar const vout::front_secondary_color ("gl_FrontSecondaryColor"); gluvar const vout::back_secondary_color ("gl_BackSecondaryColor"); gluvar const vout::tex_coord[8] = { gluvar ("gl_TexCoord[0]"), gluvar ("gl_TexCoord[1]"), gluvar ("gl_TexCoord[2]"), gluvar ("gl_TexCoord[3]"), gluvar ("gl_TexCoord[4]"), gluvar ("gl_TexCoord[5]"), gluvar ("gl_TexCoord[6]"), gluvar ("gl_TexCoord[7]"), }; gluvar const vout::fog_frag_coord ("gl_FogFragCoord"); struct fin fin; gluvar const fin::frag_coord ("gl_FragCoord"); gluvar const fin::front_facing ("gl_FrontFacing"); gluvar const fin::color ("gl_Color"); gluvar const fin::secondary_color ("gl_SecondaryColor"); gluvar const fin::tex_coord[8] = { gluvar ("gl_TexCoord[0]"), gluvar ("gl_TexCoord[1]"), gluvar ("gl_TexCoord[2]"), gluvar ("gl_TexCoord[3]"), gluvar ("gl_TexCoord[4]"), gluvar ("gl_TexCoord[5]"), gluvar ("gl_TexCoord[6]"), gluvar ("gl_TexCoord[7]"), }; gluvar const fin::fog_frag_coord ("gl_FogFragCoord"); struct fout fout; gluvar const fout::frag_color ("gl_FragColor"); gluvar const fout::frag_depth ("gl_FragDepth"); gluvar const fout::frag_data[2] = { gluvar ("gl_FragData[0]"), gluvar ("gl_FragData[1]") }; gluvar model_view_matrix ("gl_ModelViewMatrix"), projection_matrix ("gl_ProjectionMatrix"), model_view_projection_matrix ("gl_ModelViewProjectionMatrix"), texture_matrix[8] = { gluvar ("gl_TextureMatrix[0]"), gluvar ("gl_TextureMatrix[1]"), gluvar ("gl_TextureMatrix[2]"), gluvar ("gl_TextureMatrix[3]"), gluvar ("gl_TextureMatrix[4]"), gluvar ("gl_TextureMatrix[5]"), gluvar ("gl_TextureMatrix[6]"), gluvar ("gl_TextureMatrix[7]"), }; gluvar model_view_matrix_inverse ("gl_ModelViewMatrixInverse"), projection_matrix_inverse ("gl_ProjectionMatrixInverse"), model_view_projection_matrix_inverse ("gl_ModelViewProjectionMatrixInverse"), texture_matrix_inverse[8] = { gluvar ("gl_TextureMatrixInverse[0]"), gluvar ("gl_TextureMatrixInverse[1]"), gluvar ("gl_TextureMatrixInverse[2]"), gluvar ("gl_TextureMatrixInverse[3]"), gluvar ("gl_TextureMatrixInverse[4]"), gluvar ("gl_TextureMatrixInverse[5]"), gluvar ("gl_TextureMatrixInverse[6]"), gluvar ("gl_TextureMatrixInverse[7]"), }; gluvar model_view_matrix_transpose ("gl_ModelViewMatrixTranspose"), projection_matrix_transpose ("gl_ProjectionMatrixTranspose"), model_view_projection_matrix_transpose ("gl_ModelViewProjectionMatrixTranspose"), texture_matrix_transpose[8] = { gluvar ("gl_TextureMatrixTranspose[0]"), gluvar ("gl_TextureMatrixTranspose[1]"), gluvar ("gl_TextureMatrixTranspose[2]"), gluvar ("gl_TextureMatrixTranspose[3]"), gluvar ("gl_TextureMatrixTranspose[4]"), gluvar ("gl_TextureMatrixTranspose[5]"), gluvar ("gl_TextureMatrixTranspose[6]"), gluvar ("gl_TextureMatrixTranspose[7]"), }; gluvar model_view_matrix_inverse_transpose ("gl_ModelViewMatrixInverseTranspose"), projection_matrix_inverse_transpose ("gl_ProjectionMatrixInverseTranspose"), model_view_projection_matrix_inverse_transpose ("gl_ModelViewProjectionMatrixInverseTranspose"), texture_matrix_inverse_transpose[8] = { gluvar ("gl_TextureMatrixInverseTranspose[0]"), gluvar ("gl_TextureMatrixInverseTranspose[1]"), gluvar ("gl_TextureMatrixInverseTranspose[2]"), gluvar ("gl_TextureMatrixInverseTranspose[3]"), gluvar ("gl_TextureMatrixInverseTranspose[4]"), gluvar ("gl_TextureMatrixInverseTranspose[5]"), gluvar ("gl_TextureMatrixInverseTranspose[6]"), gluvar ("gl_TextureMatrixInverseTranspose[7]"), }; gluvar normal_matrix ("gl_NormalMatrix"); gluvar normal_scale ("gl_NormalScale"); gluvar depth_range_near ("gl_DepthRange.near"), depth_range_far ("gl_DepthRange.far"), depth_range_diff ("gl_DepthRange.diff"); gluvar clip_plane[2] = { gluvar ("gl_ClipPlane[0]"), gluvar ("gl_ClipPlane[1]") }; gluvar front_material_emission ("gl_FrontMaterialEmission"), front_material_ambient ("gl_FrontMaterialAmbient"), front_material_diffuse ("gl_FrontMaterialDiffuse"), front_material_specular ("gl_FrontMaterialSpecular"), front_material_shininess ("gl_FrontMaterialShininess"); gluvar back_material_emission ("gl_BackMaterialEmission"), back_material_ambient ("gl_BackMaterialAmbient"), back_material_diffuse ("gl_BackMaterialDiffuse"), back_material_specular ("gl_BackMaterialSpecular"), back_material_shininess ("gl_BackMaterialShininess"); gluvar light_model_ambient ("gl_LightModel.ambient"); gluvar front_light_model_product_scene_color ("gl_FrontLightModelProduct.sceneColor"); gluvar back_light_model_product_scene_color ("gl_BackLightModelProduct.sceneColor"); } }