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authorDrew Moseley <drew_moseley@mentor.com>2014-06-02 20:23:37 -0400
committerRichard Purdie <richard.purdie@linuxfoundation.org>2014-06-06 09:26:03 +0100
commit65a8c4bb7c7b499a831e1016da3081d37764bcda (patch)
treed27d3168000b6080bbd8b8936e65e1011f5d5291 /meta/recipes-graphics/mesa/mesa-demos
parent4a440b0c7765d816101efb519a7980b14384b6aa (diff)
downloadpoky-65a8c4bb7c7b499a831e1016da3081d37764bcda.tar.gz
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 (From OE-Core rev: 347b25be7136ec639926ed7b8cfa6da55f00f17c) Signed-off-by: Drew Moseley <drew_moseley@mentor.com> Signed-off-by: Saul Wold <sgw@linux.intel.com> Signed-off-by: Richard Purdie <richard.purdie@linuxfoundation.org>
Diffstat (limited to 'meta/recipes-graphics/mesa/mesa-demos')
-rw-r--r--meta/recipes-graphics/mesa/mesa-demos/0001-mesa-demos-Add-missing-data-files.patch623
1 files changed, 623 insertions, 0 deletions
diff --git a/meta/recipes-graphics/mesa/mesa-demos/0001-mesa-demos-Add-missing-data-files.patch b/meta/recipes-graphics/mesa/mesa-demos/0001-mesa-demos-Add-missing-data-files.patch
new file mode 100644
index 0000000000..c7851035a8
--- /dev/null
+++ b/meta/recipes-graphics/mesa/mesa-demos/0001-mesa-demos-Add-missing-data-files.patch
@@ -0,0 +1,623 @@
1From 87f9a62329d7c5f4d351fbb63a41f2a1935fb2f1 Mon Sep 17 00:00:00 2001
2From: Drew Moseley <drew_moseley@mentor.com>
3Date: Mon, 12 May 2014 15:22:32 -0400
4Subject: [PATCH] mesa-demos: Add missing data files.
5
6Add some data files that are present in the git repository:
7 http://cgit.freedesktop.org/mesa/demos/tree/?id=mesa-demos-8.1.0
8but not in the release tarball
9 ftp://ftp.freedesktop.org/pub/mesa/demos/8.1.0/mesa-demos-8.1.0.tar.bz2
10
11Upstream-Status: Backport
12Signed-off-by: Drew Moseley <drew_moseley@mentor.com>
13---
14 src/fpglsl/depth-read.glsl | 4 +
15 src/fpglsl/infinite-loop.glsl | 7 +
16 src/glsl/CH11-bumpmaptex.frag | 47 +++++++
17 src/glsl/blinking-teapot.frag | 31 +++++
18 src/glsl/blinking-teapot.vert | 16 +++
19 src/glsl/convolution.frag | 21 +++
20 src/glsl/simplex-noise.glsl | 279 +++++++++++++++++++++++++++++++++++++++
21 src/glsl/skinning.vert | 24 ++++
22 src/perf/glslstateschange1.frag | 19 +++
23 src/perf/glslstateschange1.vert | 14 ++
24 src/perf/glslstateschange2.frag | 17 +++
25 src/perf/glslstateschange2.vert | 14 ++
26 src/vpglsl/infinite-loop.glsl | 8 ++
27 13 files changed, 501 insertions(+)
28 create mode 100644 src/fpglsl/depth-read.glsl
29 create mode 100644 src/fpglsl/infinite-loop.glsl
30 create mode 100644 src/glsl/CH11-bumpmaptex.frag
31 create mode 100644 src/glsl/blinking-teapot.frag
32 create mode 100644 src/glsl/blinking-teapot.vert
33 create mode 100644 src/glsl/convolution.frag
34 create mode 100644 src/glsl/simplex-noise.glsl
35 create mode 100644 src/glsl/skinning.vert
36 create mode 100644 src/perf/glslstateschange1.frag
37 create mode 100644 src/perf/glslstateschange1.vert
38 create mode 100644 src/perf/glslstateschange2.frag
39 create mode 100644 src/perf/glslstateschange2.vert
40 create mode 100644 src/vpglsl/infinite-loop.glsl
41
42diff --git a/src/fpglsl/depth-read.glsl b/src/fpglsl/depth-read.glsl
43new file mode 100644
44index 0000000..86d298e
45--- /dev/null
46+++ b/src/fpglsl/depth-read.glsl
47@@ -0,0 +1,4 @@
48+void main()
49+{
50+ gl_FragColor = gl_FragCoord.zzzz;
51+}
52diff --git a/src/fpglsl/infinite-loop.glsl b/src/fpglsl/infinite-loop.glsl
53new file mode 100644
54index 0000000..c6dc6ee
55--- /dev/null
56+++ b/src/fpglsl/infinite-loop.glsl
57@@ -0,0 +1,7 @@
58+void main() {
59+ vec4 sum = vec4(0);
60+ for (int i = 1; i != 2; i += 2) {
61+ sum += vec4(0.1, 0.1, 0.1, 0.1);
62+ }
63+ gl_FragColor = sum;
64+}
65diff --git a/src/glsl/CH11-bumpmaptex.frag b/src/glsl/CH11-bumpmaptex.frag
66new file mode 100644
67index 0000000..b5dabb4
68--- /dev/null
69+++ b/src/glsl/CH11-bumpmaptex.frag
70@@ -0,0 +1,47 @@
71+//
72+// Fragment shader for procedural bumps
73+//
74+// Authors: John Kessenich, Randi Rost
75+//
76+// Copyright (c) 2002-2006 3Dlabs Inc. Ltd.
77+//
78+// See 3Dlabs-License.txt for license information
79+//
80+// Texture mapping/modulation added by Brian Paul
81+//
82+
83+varying vec3 LightDir;
84+varying vec3 EyeDir;
85+
86+uniform float BumpDensity; // = 16.0
87+uniform float BumpSize; // = 0.15
88+uniform float SpecularFactor; // = 0.5
89+
90+uniform sampler2D Tex;
91+
92+void main()
93+{
94+ vec3 ambient = vec3(0.25);
95+ vec3 litColor;
96+ vec2 c = BumpDensity * gl_TexCoord[0].st;
97+ vec2 p = fract(c) - vec2(0.5);
98+
99+ float d, f;
100+ d = p.x * p.x + p.y * p.y;
101+ f = inversesqrt(d + 1.0);
102+
103+ if (d >= BumpSize)
104+ { p = vec2(0.0); f = 1.0; }
105+
106+ vec3 SurfaceColor = texture2D(Tex, gl_TexCoord[0].st).xyz;
107+
108+ vec3 normDelta = vec3(p.x, p.y, 1.0) * f;
109+ litColor = SurfaceColor * (ambient + max(dot(normDelta, LightDir), 0.0));
110+ vec3 reflectDir = reflect(LightDir, normDelta);
111+
112+ float spec = max(dot(EyeDir, reflectDir), 0.0);
113+ spec *= SpecularFactor;
114+ litColor = min(litColor + spec, vec3(1.0));
115+
116+ gl_FragColor = vec4(litColor, 1.0);
117+}
118diff --git a/src/glsl/blinking-teapot.frag b/src/glsl/blinking-teapot.frag
119new file mode 100644
120index 0000000..0db060b
121--- /dev/null
122+++ b/src/glsl/blinking-teapot.frag
123@@ -0,0 +1,31 @@
124+#extension GL_ARB_uniform_buffer_object : enable
125+
126+layout(std140) uniform colors0
127+{
128+ float DiffuseCool;
129+ float DiffuseWarm;
130+ vec3 SurfaceColor;
131+ vec3 WarmColor;
132+ vec3 CoolColor;
133+ vec4 some[8];
134+};
135+
136+varying float NdotL;
137+varying vec3 ReflectVec;
138+varying vec3 ViewVec;
139+
140+void main (void)
141+{
142+
143+ vec3 kcool = min(CoolColor + DiffuseCool * SurfaceColor, 1.0);
144+ vec3 kwarm = min(WarmColor + DiffuseWarm * SurfaceColor, 1.0);
145+ vec3 kfinal = mix(kcool, kwarm, NdotL);
146+
147+ vec3 nreflect = normalize(ReflectVec);
148+ vec3 nview = normalize(ViewVec);
149+
150+ float spec = max(dot(nreflect, nview), 0.0);
151+ spec = pow(spec, 32.0);
152+
153+ gl_FragColor = vec4 (min(kfinal + spec, 1.0), 1.0);
154+}
155diff --git a/src/glsl/blinking-teapot.vert b/src/glsl/blinking-teapot.vert
156new file mode 100644
157index 0000000..397d733
158--- /dev/null
159+++ b/src/glsl/blinking-teapot.vert
160@@ -0,0 +1,16 @@
161+vec3 LightPosition = vec3(0.0, 10.0, 4.0);
162+
163+varying float NdotL;
164+varying vec3 ReflectVec;
165+varying vec3 ViewVec;
166+
167+void main(void)
168+{
169+ vec3 ecPos = vec3 (gl_ModelViewMatrix * gl_Vertex);
170+ vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal);
171+ vec3 lightVec = normalize(LightPosition - ecPos);
172+ ReflectVec = normalize(reflect(-lightVec, tnorm));
173+ ViewVec = normalize(-ecPos);
174+ NdotL = (dot(lightVec, tnorm) + 1.0) * 0.5;
175+ gl_Position = ftransform();
176+}
177diff --git a/src/glsl/convolution.frag b/src/glsl/convolution.frag
178new file mode 100644
179index 0000000..e49b8ac
180--- /dev/null
181+++ b/src/glsl/convolution.frag
182@@ -0,0 +1,21 @@
183+
184+const int KernelSize = 9;
185+
186+//texture offsets
187+uniform vec2 Offset[KernelSize];
188+//convolution kernel
189+uniform vec4 KernelValue[KernelSize];
190+uniform sampler2D srcTex;
191+uniform vec4 ScaleFactor;
192+uniform vec4 BaseColor;
193+
194+void main(void)
195+{
196+ int i;
197+ vec4 sum = vec4(0.0);
198+ for (i = 0; i < KernelSize; ++i) {
199+ vec4 tmp = texture2D(srcTex, gl_TexCoord[0].st + Offset[i]);
200+ sum += tmp * KernelValue[i];
201+ }
202+ gl_FragColor = sum * ScaleFactor + BaseColor;
203+}
204diff --git a/src/glsl/simplex-noise.glsl b/src/glsl/simplex-noise.glsl
205new file mode 100644
206index 0000000..b6833cb
207--- /dev/null
208+++ b/src/glsl/simplex-noise.glsl
209@@ -0,0 +1,279 @@
210+//
211+// Description : Array and textureless GLSL 2D/3D/4D simplex
212+// noise functions.
213+// Author : Ian McEwan, Ashima Arts.
214+// Maintainer : ijm
215+// Lastmod : 20110223
216+// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
217+// Distributed under the Artistic License 2.0; See LICENCE file.
218+//
219+
220+#define NORMALIZE_GRADIENTS
221+#undef USE_CIRCLE
222+#define COLLAPSE_SORTNET
223+
224+float permute(float x0,vec3 p) {
225+ float x1 = mod(x0 * p.y, p.x);
226+ return floor( mod( (x1 + p.z) *x0, p.x ));
227+ }
228+vec2 permute(vec2 x0,vec3 p) {
229+ vec2 x1 = mod(x0 * p.y, p.x);
230+ return floor( mod( (x1 + p.z) *x0, p.x ));
231+ }
232+vec3 permute(vec3 x0,vec3 p) {
233+ vec3 x1 = mod(x0 * p.y, p.x);
234+ return floor( mod( (x1 + p.z) *x0, p.x ));
235+ }
236+vec4 permute(vec4 x0,vec3 p) {
237+ vec4 x1 = mod(x0 * p.y, p.x);
238+ return floor( mod( (x1 + p.z) *x0, p.x ));
239+ }
240+
241+uniform vec4 pParam;
242+// Example
243+// const vec4 pParam = vec4( 17.* 17., 34., 1., 7.);
244+
245+float taylorInvSqrt(float r)
246+ {
247+ return ( 0.83666002653408 + 0.7*0.85373472095314 - 0.85373472095314 * r );
248+ }
249+
250+float simplexNoise2(vec2 v)
251+ {
252+ const vec2 C = vec2(0.211324865405187134, // (3.0-sqrt(3.0))/6.;
253+ 0.366025403784438597); // 0.5*(sqrt(3.0)-1.);
254+ const vec3 D = vec3( 0., 0.5, 2.0) * 3.14159265358979312;
255+// First corner
256+ vec2 i = floor(v + dot(v, C.yy) );
257+ vec2 x0 = v - i + dot(i, C.xx);
258+
259+// Other corners
260+ vec2 i1 = (x0.x > x0.y) ? vec2(1.,0.) : vec2(0.,1.) ;
261+
262+ // x0 = x0 - 0. + 0. * C
263+ vec2 x1 = x0 - i1 + 1. * C.xx ;
264+ vec2 x2 = x0 - 1. + 2. * C.xx ;
265+
266+// Permutations
267+ i = mod(i, pParam.x);
268+ vec3 p = permute( permute(
269+ i.y + vec3(0., i1.y, 1. ), pParam.xyz)
270+ + i.x + vec3(0., i1.x, 1. ), pParam.xyz);
271+
272+#ifndef USE_CIRCLE
273+// ( N points uniformly over a line, mapped onto a diamond.)
274+ vec3 x = fract(p / pParam.w) ;
275+ vec3 h = 0.5 - abs(x) ;
276+
277+ vec3 sx = vec3(lessThan(x,D.xxx)) *2. -1.;
278+ vec3 sh = vec3(lessThan(h,D.xxx));
279+
280+ vec3 a0 = x + sx*sh;
281+ vec2 p0 = vec2(a0.x,h.x);
282+ vec2 p1 = vec2(a0.y,h.y);
283+ vec2 p2 = vec2(a0.z,h.z);
284+
285+#ifdef NORMALISE_GRADIENTS
286+ p0 *= taylorInvSqrt(dot(p0,p0));
287+ p1 *= taylorInvSqrt(dot(p1,p1));
288+ p2 *= taylorInvSqrt(dot(p2,p2));
289+#endif
290+
291+ vec3 g = 2.0 * vec3( dot(p0, x0), dot(p1, x1), dot(p2, x2) );
292+#else
293+// N points around a unit circle.
294+ vec3 phi = D.z * mod(p,pParam.w) /pParam.w ;
295+ vec4 a0 = sin(phi.xxyy+D.xyxy);
296+ vec2 a1 = sin(phi.zz +D.xy);
297+ vec3 g = vec3( dot(a0.xy, x0), dot(a0.zw, x1), dot(a1.xy, x2) );
298+#endif
299+// mix
300+ vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.);
301+ m = m*m ;
302+ return 1.66666* 70.*dot(m*m, g);
303+ }
304+
305+float simplexNoise3(vec3 v)
306+ {
307+ const vec2 C = vec2(1./6. , 1./3. ) ;
308+ const vec4 D = vec4(0., 0.5, 1.0, 2.0);
309+
310+// First corner
311+ vec3 i = floor(v + dot(v, C.yyy) );
312+ vec3 x0 = v - i + dot(i, C.xxx) ;
313+
314+// Other corners
315+#ifdef COLLAPSE_SORTNET
316+ vec3 g = vec3( greaterThan( x0.xyz, x0.yzx) );
317+ vec3 l = vec3( lessThanEqual( x0.xyz, x0.yzx) );
318+
319+ vec3 i1 = g.xyz * l.zxy;
320+ vec3 i2 = max( g.xyz, l.zxy);
321+#else
322+// Keeping this clean - let the compiler optimize.
323+ vec3 q1;
324+ q1.x = max(x0.x, x0.y);
325+ q1.y = min(x0.x, x0.y);
326+ q1.z = x0.z;
327+
328+ vec3 q2;
329+ q2.x = max(q1.x,q1.z);
330+ q2.z = min(q1.x,q1.z);
331+ q2.y = q1.y;
332+
333+ vec3 q3;
334+ q3.y = max(q2.y, q2.z);
335+ q3.z = min(q2.y, q2.z);
336+ q3.x = q2.x;
337+
338+ vec3 i1 = vec3(equal(q3.xxx, x0));
339+ vec3 i2 = i1 + vec3(equal(q3.yyy, x0));
340+#endif
341+
342+ // x0 = x0 - 0. + 0. * C
343+ vec3 x1 = x0 - i1 + 1. * C.xxx;
344+ vec3 x2 = x0 - i2 + 2. * C.xxx;
345+ vec3 x3 = x0 - 1. + 3. * C.xxx;
346+
347+// Permutations
348+ i = mod(i, pParam.x );
349+ vec4 p = permute( permute( permute(
350+ i.z + vec4(0., i1.z, i2.z, 1. ), pParam.xyz)
351+ + i.y + vec4(0., i1.y, i2.y, 1. ), pParam.xyz)
352+ + i.x + vec4(0., i1.x, i2.x, 1. ), pParam.xyz);
353+
354+// Gradients
355+// ( N*N points uniformly over a square, mapped onto a octohedron.)
356+ float n_ = 1.0/pParam.w ;
357+ vec3 ns = n_ * D.wyz - D.xzx ;
358+
359+ vec4 j = p - pParam.w*pParam.w*floor(p * ns.z *ns.z); // mod(p,N*N)
360+
361+ vec4 x_ = floor(j * ns.z) ;
362+ vec4 y_ = floor(j - pParam.w * x_ ) ; // mod(j,N)
363+
364+ vec4 x = x_ *ns.x + ns.yyyy;
365+ vec4 y = y_ *ns.x + ns.yyyy;
366+ vec4 h = 1. - abs(x) - abs(y);
367+
368+ vec4 b0 = vec4( x.xy, y.xy );
369+ vec4 b1 = vec4( x.zw, y.zw );
370+
371+ vec4 s0 = vec4(lessThan(b0,D.xxxx)) *2. -1.;
372+ vec4 s1 = vec4(lessThan(b1,D.xxxx)) *2. -1.;
373+ vec4 sh = vec4(lessThan(h, D.xxxx));
374+
375+ vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
376+ vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
377+
378+ vec3 p0 = vec3(a0.xy,h.x);
379+ vec3 p1 = vec3(a0.zw,h.y);
380+ vec3 p2 = vec3(a1.xy,h.z);
381+ vec3 p3 = vec3(a1.zw,h.w);
382+
383+#ifdef NORMALISE_GRADIENTS
384+ p0 *= taylorInvSqrt(dot(p0,p0));
385+ p1 *= taylorInvSqrt(dot(p1,p1));
386+ p2 *= taylorInvSqrt(dot(p2,p2));
387+ p3 *= taylorInvSqrt(dot(p3,p3));
388+#endif
389+
390+// Mix
391+ vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.);
392+ m = m * m;
393+//used to be 64.
394+ return 48.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
395+ dot(p2,x2), dot(p3,x3) ) );
396+ }
397+
398+vec4 grad4(float j, vec4 ip)
399+ {
400+ const vec4 ones = vec4(1.,1.,1.,-1.);
401+ vec4 p,s;
402+
403+ p.xyz = floor( fract (vec3(j) * ip.xyz) *pParam.w) * ip.z -1.0;
404+ p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
405+ s = vec4(lessThan(p,vec4(0.)));
406+ p.xyz = p.xyz + (s.xyz*2.-1.) * s.www;
407+
408+ return p;
409+ }
410+
411+float simplexNoise4(vec4 v)
412+ {
413+ const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4
414+ 0.309016994374947451); // (sqrt(5) - 1)/4 F4
415+// First corner
416+ vec4 i = floor(v + dot(v, C.yyyy) );
417+ vec4 x0 = v - i + dot(i, C.xxxx);
418+
419+// Other corners
420+
421+// Force existance of strict total ordering in sort.
422+ vec4 q0 = floor(x0 * 1024.0) + vec4( 0., 1./4., 2./4. , 3./4.);
423+ vec4 q1;
424+ q1.xy = max(q0.xy,q0.zw); // x:z y:w
425+ q1.zw = min(q0.xy,q0.zw);
426+
427+ vec4 q2;
428+ q2.xz = max(q1.xz,q1.yw); // x:y z:w
429+ q2.yw = min(q1.xz,q1.yw);
430+
431+ vec4 q3;
432+ q3.y = max(q2.y,q2.z); // y:z
433+ q3.z = min(q2.y,q2.z);
434+ q3.xw = q2.xw;
435+
436+ vec4 i1 = vec4(lessThanEqual(q3.xxxx, q0));
437+ vec4 i2 = vec4(lessThanEqual(q3.yyyy, q0));
438+ vec4 i3 = vec4(lessThanEqual(q3.zzzz, q0));
439+
440+ // x0 = x0 - 0. + 0. * C
441+ vec4 x1 = x0 - i1 + 1. * C.xxxx;
442+ vec4 x2 = x0 - i2 + 2. * C.xxxx;
443+ vec4 x3 = x0 - i3 + 3. * C.xxxx;
444+ vec4 x4 = x0 - 1. + 4. * C.xxxx;
445+
446+// Permutations
447+ i = mod(i, pParam.x );
448+ float j0 = permute( permute( permute( permute (
449+ i.w, pParam.xyz) + i.z, pParam.xyz)
450+ + i.y, pParam.xyz) + i.x, pParam.xyz);
451+ vec4 j1 = permute( permute( permute( permute (
452+ i.w + vec4(i1.w, i2.w, i3.w, 1. ), pParam.xyz)
453+ + i.z + vec4(i1.z, i2.z, i3.z, 1. ), pParam.xyz)
454+ + i.y + vec4(i1.y, i2.y, i3.y, 1. ), pParam.xyz)
455+ + i.x + vec4(i1.x, i2.x, i3.x, 1. ), pParam.xyz);
456+// Gradients
457+// ( N*N*N points uniformly over a cube, mapped onto a 4-octohedron.)
458+ vec4 ip = pParam ;
459+ ip.xy *= pParam.w ;
460+ ip.x *= pParam.w ;
461+ ip = vec4(1.,1.,1.,2.) / ip ;
462+
463+ vec4 p0 = grad4(j0, ip);
464+ vec4 p1 = grad4(j1.x, ip);
465+ vec4 p2 = grad4(j1.y, ip);
466+ vec4 p3 = grad4(j1.z, ip);
467+ vec4 p4 = grad4(j1.w, ip);
468+
469+#ifdef NORMALISE_GRADIENTS
470+ p0 *= taylorInvSqrt(dot(p0,p0));
471+ p1 *= taylorInvSqrt(dot(p1,p1));
472+ p2 *= taylorInvSqrt(dot(p2,p2));
473+ p3 *= taylorInvSqrt(dot(p3,p3));
474+ p4 *= taylorInvSqrt(dot(p4,p4));
475+#endif
476+
477+// Mix
478+ vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.);
479+ vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.);
480+ m0 = m0 * m0;
481+ m1 = m1 * m1;
482+ return 32. * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
483+ + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
484+
485+ }
486+
487+
488+
489diff --git a/src/glsl/skinning.vert b/src/glsl/skinning.vert
490new file mode 100644
491index 0000000..28970ee
492--- /dev/null
493+++ b/src/glsl/skinning.vert
494@@ -0,0 +1,24 @@
495+// Vertex weighting/blendin shader
496+// Brian Paul
497+// 4 Nov 2008
498+
499+uniform mat4 mat0, mat1;
500+attribute float weight;
501+
502+void main()
503+{
504+ // simple diffuse shading
505+ // Note that we should really transform the normal vector along with
506+ // the postion below... someday.
507+ vec3 lightVec = vec3(0, 0, 1);
508+ vec3 norm = gl_NormalMatrix * gl_Normal;
509+ float dot = 0.2 + max(0.0, dot(norm, lightVec));
510+ gl_FrontColor = vec4(dot);
511+
512+ // compute sum of weighted transformations
513+ vec4 pos0 = mat0 * gl_Vertex;
514+ vec4 pos1 = mat1 * gl_Vertex;
515+ vec4 pos = mix(pos0, pos1, weight);
516+
517+ gl_Position = gl_ModelViewProjectionMatrix * pos;
518+}
519diff --git a/src/perf/glslstateschange1.frag b/src/perf/glslstateschange1.frag
520new file mode 100644
521index 0000000..0839436
522--- /dev/null
523+++ b/src/perf/glslstateschange1.frag
524@@ -0,0 +1,19 @@
525+// Multi-texture fragment shader
526+// Brian Paul
527+
528+// Composite second texture over first.
529+// We're assuming the 2nd texture has a meaningful alpha channel.
530+
531+uniform sampler2D tex1;
532+uniform sampler2D tex2;
533+uniform vec4 UniV1;
534+uniform vec4 UniV2;
535+
536+void main()
537+{
538+ vec4 t3;
539+ vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy);
540+ vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy);
541+ t3 = mix(t1, t2, t2.w);
542+ gl_FragColor = t3 + UniV1 + UniV2;
543+}
544diff --git a/src/perf/glslstateschange1.vert b/src/perf/glslstateschange1.vert
545new file mode 100644
546index 0000000..cef50db
547--- /dev/null
548+++ b/src/perf/glslstateschange1.vert
549@@ -0,0 +1,14 @@
550+// Multi-texture vertex shader
551+// Brian Paul
552+
553+
554+attribute vec4 TexCoord0, TexCoord1;
555+attribute vec4 VertCoord;
556+
557+void main()
558+{
559+ gl_TexCoord[0] = TexCoord0;
560+ gl_TexCoord[1] = TexCoord1;
561+ // note: may use gl_Vertex or VertCoord here for testing:
562+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
563+}
564diff --git a/src/perf/glslstateschange2.frag b/src/perf/glslstateschange2.frag
565new file mode 100644
566index 0000000..0df0319
567--- /dev/null
568+++ b/src/perf/glslstateschange2.frag
569@@ -0,0 +1,17 @@
570+// Multi-texture fragment shader
571+// Brian Paul
572+
573+// Composite second texture over first.
574+// We're assuming the 2nd texture has a meaningful alpha channel.
575+
576+uniform sampler2D tex1;
577+uniform sampler2D tex2;
578+uniform vec4 UniV1;
579+uniform vec4 UniV2;
580+
581+void main()
582+{
583+ vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy);
584+ vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy);
585+ gl_FragColor = t1 + t2 + UniV1 + UniV2;
586+}
587diff --git a/src/perf/glslstateschange2.vert b/src/perf/glslstateschange2.vert
588new file mode 100644
589index 0000000..cef50db
590--- /dev/null
591+++ b/src/perf/glslstateschange2.vert
592@@ -0,0 +1,14 @@
593+// Multi-texture vertex shader
594+// Brian Paul
595+
596+
597+attribute vec4 TexCoord0, TexCoord1;
598+attribute vec4 VertCoord;
599+
600+void main()
601+{
602+ gl_TexCoord[0] = TexCoord0;
603+ gl_TexCoord[1] = TexCoord1;
604+ // note: may use gl_Vertex or VertCoord here for testing:
605+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
606+}
607diff --git a/src/vpglsl/infinite-loop.glsl b/src/vpglsl/infinite-loop.glsl
608new file mode 100644
609index 0000000..bc7ae4b
610--- /dev/null
611+++ b/src/vpglsl/infinite-loop.glsl
612@@ -0,0 +1,8 @@
613+void main() {
614+ gl_Position = gl_Vertex;
615+ vec4 sum = vec4(0);
616+ for (int i = 1; i != 2; i += 2) {
617+ sum += vec4(0.1, 0.1, 0.1, 0.1);
618+ }
619+ gl_FrontColor = sum;
620+}
621--
6221.7.9.5
623