summaryrefslogtreecommitdiffstats
path: root/meta/recipes-graphics/mesa/mesa-demos/0001-mesa-demos-Add-missing-data-files.patch
blob: c7851035a8f45b7235aff97bbaa32535e5601259 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
From 87f9a62329d7c5f4d351fbb63a41f2a1935fb2f1 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] 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>
---
 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;
+}
-- 
1.7.9.5