1From b695c3a3fa3f4cd48c13aa26542110de27075518 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 1/9] 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> 13Signed-off-by: Martin Jansa <Martin.Jansa@gmail.com> 14--- 15 src/fpglsl/depth-read.glsl | 4 + 16 src/fpglsl/infinite-loop.glsl | 7 + 17 src/glsl/CH11-bumpmaptex.frag | 47 +++++++ 18 src/glsl/blinking-teapot.frag | 31 +++++ 19 src/glsl/blinking-teapot.vert | 16 +++ 20 src/glsl/convolution.frag | 21 +++ 21 src/glsl/simplex-noise.glsl | 279 ++++++++++++++++++++++++++++++++++++++++ 22 src/glsl/skinning.vert | 24 ++++ 23 src/perf/glslstateschange1.frag | 19 +++ 24 src/perf/glslstateschange1.vert | 14 ++ 25 src/perf/glslstateschange2.frag | 17 +++ 26 src/perf/glslstateschange2.vert | 14 ++ 27 src/vpglsl/infinite-loop.glsl | 8 ++ 28 13 files changed, 501 insertions(+) 29 create mode 100644 src/fpglsl/depth-read.glsl 30 create mode 100644 src/fpglsl/infinite-loop.glsl 31 create mode 100644 src/glsl/CH11-bumpmaptex.frag 32 create mode 100644 src/glsl/blinking-teapot.frag 33 create mode 100644 src/glsl/blinking-teapot.vert 34 create mode 100644 src/glsl/convolution.frag 35 create mode 100644 src/glsl/simplex-noise.glsl 36 create mode 100644 src/glsl/skinning.vert 37 create mode 100644 src/perf/glslstateschange1.frag 38 create mode 100644 src/perf/glslstateschange1.vert 39 create mode 100644 src/perf/glslstateschange2.frag 40 create mode 100644 src/perf/glslstateschange2.vert 41 create mode 100644 src/vpglsl/infinite-loop.glsl 42 43diff --git a/src/fpglsl/depth-read.glsl b/src/fpglsl/depth-read.glsl 44new file mode 100644 45index 0000000..86d298e 46--- /dev/null 47+++ b/src/fpglsl/depth-read.glsl 48@@ -0,0 +1,4 @@ 49+void main() 50+{ 51+ gl_FragColor = gl_FragCoord.zzzz; 52+} 53diff --git a/src/fpglsl/infinite-loop.glsl b/src/fpglsl/infinite-loop.glsl 54new file mode 100644 55index 0000000..c6dc6ee 56--- /dev/null 57+++ b/src/fpglsl/infinite-loop.glsl 58@@ -0,0 +1,7 @@ 59+void main() { 60+ vec4 sum = vec4(0); 61+ for (int i = 1; i != 2; i += 2) { 62+ sum += vec4(0.1, 0.1, 0.1, 0.1); 63+ } 64+ gl_FragColor = sum; 65+} 66diff --git a/src/glsl/CH11-bumpmaptex.frag b/src/glsl/CH11-bumpmaptex.frag 67new file mode 100644 68index 0000000..b5dabb4 69--- /dev/null 70+++ b/src/glsl/CH11-bumpmaptex.frag 71@@ -0,0 +1,47 @@ 72+// 73+// Fragment shader for procedural bumps 74+// 75+// Authors: John Kessenich, Randi Rost 76+// 77+// Copyright (c) 2002-2006 3Dlabs Inc. Ltd. 78+// 79+// See 3Dlabs-License.txt for license information 80+// 81+// Texture mapping/modulation added by Brian Paul 82+// 83+ 84+varying vec3 LightDir; 85+varying vec3 EyeDir; 86+ 87+uniform float BumpDensity; // = 16.0 88+uniform float BumpSize; // = 0.15 89+uniform float SpecularFactor; // = 0.5 90+ 91+uniform sampler2D Tex; 92+ 93+void main() 94+{ 95+ vec3 ambient = vec3(0.25); 96+ vec3 litColor; 97+ vec2 c = BumpDensity * gl_TexCoord[0].st; 98+ vec2 p = fract(c) - vec2(0.5); 99+ 100+ float d, f; 101+ d = p.x * p.x + p.y * p.y; 102+ f = inversesqrt(d + 1.0); 103+ 104+ if (d >= BumpSize) 105+ { p = vec2(0.0); f = 1.0; } 106+ 107+ vec3 SurfaceColor = texture2D(Tex, gl_TexCoord[0].st).xyz; 108+ 109+ vec3 normDelta = vec3(p.x, p.y, 1.0) * f; 110+ litColor = SurfaceColor * (ambient + max(dot(normDelta, LightDir), 0.0)); 111+ vec3 reflectDir = reflect(LightDir, normDelta); 112+ 113+ float spec = max(dot(EyeDir, reflectDir), 0.0); 114+ spec *= SpecularFactor; 115+ litColor = min(litColor + spec, vec3(1.0)); 116+ 117+ gl_FragColor = vec4(litColor, 1.0); 118+} 119diff --git a/src/glsl/blinking-teapot.frag b/src/glsl/blinking-teapot.frag 120new file mode 100644 121index 0000000..0db060b 122--- /dev/null 123+++ b/src/glsl/blinking-teapot.frag 124@@ -0,0 +1,31 @@ 125+#extension GL_ARB_uniform_buffer_object : enable 126+ 127+layout(std140) uniform colors0 128+{ 129+ float DiffuseCool; 130+ float DiffuseWarm; 131+ vec3 SurfaceColor; 132+ vec3 WarmColor; 133+ vec3 CoolColor; 134+ vec4 some[8]; 135+}; 136+ 137+varying float NdotL; 138+varying vec3 ReflectVec; 139+varying vec3 ViewVec; 140+ 141+void main (void) 142+{ 143+ 144+ vec3 kcool = min(CoolColor + DiffuseCool * SurfaceColor, 1.0); 145+ vec3 kwarm = min(WarmColor + DiffuseWarm * SurfaceColor, 1.0); 146+ vec3 kfinal = mix(kcool, kwarm, NdotL); 147+ 148+ vec3 nreflect = normalize(ReflectVec); 149+ vec3 nview = normalize(ViewVec); 150+ 151+ float spec = max(dot(nreflect, nview), 0.0); 152+ spec = pow(spec, 32.0); 153+ 154+ gl_FragColor = vec4 (min(kfinal + spec, 1.0), 1.0); 155+} 156diff --git a/src/glsl/blinking-teapot.vert b/src/glsl/blinking-teapot.vert 157new file mode 100644 158index 0000000..397d733 159--- /dev/null 160+++ b/src/glsl/blinking-teapot.vert 161@@ -0,0 +1,16 @@ 162+vec3 LightPosition = vec3(0.0, 10.0, 4.0); 163+ 164+varying float NdotL; 165+varying vec3 ReflectVec; 166+varying vec3 ViewVec; 167+ 168+void main(void) 169+{ 170+ vec3 ecPos = vec3 (gl_ModelViewMatrix * gl_Vertex); 171+ vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal); 172+ vec3 lightVec = normalize(LightPosition - ecPos); 173+ ReflectVec = normalize(reflect(-lightVec, tnorm)); 174+ ViewVec = normalize(-ecPos); 175+ NdotL = (dot(lightVec, tnorm) + 1.0) * 0.5; 176+ gl_Position = ftransform(); 177+} 178diff --git a/src/glsl/convolution.frag b/src/glsl/convolution.frag 179new file mode 100644 180index 0000000..e49b8ac 181--- /dev/null 182+++ b/src/glsl/convolution.frag 183@@ -0,0 +1,21 @@ 184+ 185+const int KernelSize = 9; 186+ 187+//texture offsets 188+uniform vec2 Offset[KernelSize]; 189+//convolution kernel 190+uniform vec4 KernelValue[KernelSize]; 191+uniform sampler2D srcTex; 192+uniform vec4 ScaleFactor; 193+uniform vec4 BaseColor; 194+ 195+void main(void) 196+{ 197+ int i; 198+ vec4 sum = vec4(0.0); 199+ for (i = 0; i < KernelSize; ++i) { 200+ vec4 tmp = texture2D(srcTex, gl_TexCoord[0].st + Offset[i]); 201+ sum += tmp * KernelValue[i]; 202+ } 203+ gl_FragColor = sum * ScaleFactor + BaseColor; 204+} 205diff --git a/src/glsl/simplex-noise.glsl b/src/glsl/simplex-noise.glsl 206new file mode 100644 207index 0000000..b6833cb 208--- /dev/null 209+++ b/src/glsl/simplex-noise.glsl 210@@ -0,0 +1,279 @@ 211+// 212+// Description : Array and textureless GLSL 2D/3D/4D simplex 213+// noise functions. 214+// Author : Ian McEwan, Ashima Arts. 215+// Maintainer : ijm 216+// Lastmod : 20110223 217+// License : Copyright (C) 2011 Ashima Arts. All rights reserved. 218+// Distributed under the Artistic License 2.0; See LICENCE file. 219+// 220+ 221+#define NORMALIZE_GRADIENTS 222+#undef USE_CIRCLE 223+#define COLLAPSE_SORTNET 224+ 225+float permute(float x0,vec3 p) { 226+ float x1 = mod(x0 * p.y, p.x); 227+ return floor( mod( (x1 + p.z) *x0, p.x )); 228+ } 229+vec2 permute(vec2 x0,vec3 p) { 230+ vec2 x1 = mod(x0 * p.y, p.x); 231+ return floor( mod( (x1 + p.z) *x0, p.x )); 232+ } 233+vec3 permute(vec3 x0,vec3 p) { 234+ vec3 x1 = mod(x0 * p.y, p.x); 235+ return floor( mod( (x1 + p.z) *x0, p.x )); 236+ } 237+vec4 permute(vec4 x0,vec3 p) { 238+ vec4 x1 = mod(x0 * p.y, p.x); 239+ return floor( mod( (x1 + p.z) *x0, p.x )); 240+ } 241+ 242+uniform vec4 pParam; 243+// Example 244+// const vec4 pParam = vec4( 17.* 17., 34., 1., 7.); 245+ 246+float taylorInvSqrt(float r) 247+ { 248+ return ( 0.83666002653408 + 0.7*0.85373472095314 - 0.85373472095314 * r ); 249+ } 250+ 251+float simplexNoise2(vec2 v) 252+ { 253+ const vec2 C = vec2(0.211324865405187134, // (3.0-sqrt(3.0))/6.; 254+ 0.366025403784438597); // 0.5*(sqrt(3.0)-1.); 255+ const vec3 D = vec3( 0., 0.5, 2.0) * 3.14159265358979312; 256+// First corner 257+ vec2 i = floor(v + dot(v, C.yy) ); 258+ vec2 x0 = v - i + dot(i, C.xx); 259+ 260+// Other corners 261+ vec2 i1 = (x0.x > x0.y) ? vec2(1.,0.) : vec2(0.,1.) ; 262+ 263+ // x0 = x0 - 0. + 0. * C 264+ vec2 x1 = x0 - i1 + 1. * C.xx ; 265+ vec2 x2 = x0 - 1. + 2. * C.xx ; 266+ 267+// Permutations 268+ i = mod(i, pParam.x); 269+ vec3 p = permute( permute( 270+ i.y + vec3(0., i1.y, 1. ), pParam.xyz) 271+ + i.x + vec3(0., i1.x, 1. ), pParam.xyz); 272+ 273+#ifndef USE_CIRCLE 274+// ( N points uniformly over a line, mapped onto a diamond.) 275+ vec3 x = fract(p / pParam.w) ; 276+ vec3 h = 0.5 - abs(x) ; 277+ 278+ vec3 sx = vec3(lessThan(x,D.xxx)) *2. -1.; 279+ vec3 sh = vec3(lessThan(h,D.xxx)); 280+ 281+ vec3 a0 = x + sx*sh; 282+ vec2 p0 = vec2(a0.x,h.x); 283+ vec2 p1 = vec2(a0.y,h.y); 284+ vec2 p2 = vec2(a0.z,h.z); 285+ 286+#ifdef NORMALISE_GRADIENTS 287+ p0 *= taylorInvSqrt(dot(p0,p0)); 288+ p1 *= taylorInvSqrt(dot(p1,p1)); 289+ p2 *= taylorInvSqrt(dot(p2,p2)); 290+#endif 291+ 292+ vec3 g = 2.0 * vec3( dot(p0, x0), dot(p1, x1), dot(p2, x2) ); 293+#else 294+// N points around a unit circle. 295+ vec3 phi = D.z * mod(p,pParam.w) /pParam.w ; 296+ vec4 a0 = sin(phi.xxyy+D.xyxy); 297+ vec2 a1 = sin(phi.zz +D.xy); 298+ vec3 g = vec3( dot(a0.xy, x0), dot(a0.zw, x1), dot(a1.xy, x2) ); 299+#endif 300+// mix 301+ vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.); 302+ m = m*m ; 303+ return 1.66666* 70.*dot(m*m, g); 304+ } 305+ 306+float simplexNoise3(vec3 v) 307+ { 308+ const vec2 C = vec2(1./6. , 1./3. ) ; 309+ const vec4 D = vec4(0., 0.5, 1.0, 2.0); 310+ 311+// First corner 312+ vec3 i = floor(v + dot(v, C.yyy) ); 313+ vec3 x0 = v - i + dot(i, C.xxx) ; 314+ 315+// Other corners 316+#ifdef COLLAPSE_SORTNET 317+ vec3 g = vec3( greaterThan( x0.xyz, x0.yzx) ); 318+ vec3 l = vec3( lessThanEqual( x0.xyz, x0.yzx) ); 319+ 320+ vec3 i1 = g.xyz * l.zxy; 321+ vec3 i2 = max( g.xyz, l.zxy); 322+#else 323+// Keeping this clean - let the compiler optimize. 324+ vec3 q1; 325+ q1.x = max(x0.x, x0.y); 326+ q1.y = min(x0.x, x0.y); 327+ q1.z = x0.z; 328+ 329+ vec3 q2; 330+ q2.x = max(q1.x,q1.z); 331+ q2.z = min(q1.x,q1.z); 332+ q2.y = q1.y; 333+ 334+ vec3 q3; 335+ q3.y = max(q2.y, q2.z); 336+ q3.z = min(q2.y, q2.z); 337+ q3.x = q2.x; 338+ 339+ vec3 i1 = vec3(equal(q3.xxx, x0)); 340+ vec3 i2 = i1 + vec3(equal(q3.yyy, x0)); 341+#endif 342+ 343+ // x0 = x0 - 0. + 0. * C 344+ vec3 x1 = x0 - i1 + 1. * C.xxx; 345+ vec3 x2 = x0 - i2 + 2. * C.xxx; 346+ vec3 x3 = x0 - 1. + 3. * C.xxx; 347+ 348+// Permutations 349+ i = mod(i, pParam.x ); 350+ vec4 p = permute( permute( permute( 351+ i.z + vec4(0., i1.z, i2.z, 1. ), pParam.xyz) 352+ + i.y + vec4(0., i1.y, i2.y, 1. ), pParam.xyz) 353+ + i.x + vec4(0., i1.x, i2.x, 1. ), pParam.xyz); 354+ 355+// Gradients 356+// ( N*N points uniformly over a square, mapped onto a octohedron.) 357+ float n_ = 1.0/pParam.w ; 358+ vec3 ns = n_ * D.wyz - D.xzx ; 359+ 360+ vec4 j = p - pParam.w*pParam.w*floor(p * ns.z *ns.z); // mod(p,N*N) 361+ 362+ vec4 x_ = floor(j * ns.z) ; 363+ vec4 y_ = floor(j - pParam.w * x_ ) ; // mod(j,N) 364+ 365+ vec4 x = x_ *ns.x + ns.yyyy; 366+ vec4 y = y_ *ns.x + ns.yyyy; 367+ vec4 h = 1. - abs(x) - abs(y); 368+ 369+ vec4 b0 = vec4( x.xy, y.xy ); 370+ vec4 b1 = vec4( x.zw, y.zw ); 371+ 372+ vec4 s0 = vec4(lessThan(b0,D.xxxx)) *2. -1.; 373+ vec4 s1 = vec4(lessThan(b1,D.xxxx)) *2. -1.; 374+ vec4 sh = vec4(lessThan(h, D.xxxx)); 375+ 376+ vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; 377+ vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; 378+ 379+ vec3 p0 = vec3(a0.xy,h.x); 380+ vec3 p1 = vec3(a0.zw,h.y); 381+ vec3 p2 = vec3(a1.xy,h.z); 382+ vec3 p3 = vec3(a1.zw,h.w); 383+ 384+#ifdef NORMALISE_GRADIENTS 385+ p0 *= taylorInvSqrt(dot(p0,p0)); 386+ p1 *= taylorInvSqrt(dot(p1,p1)); 387+ p2 *= taylorInvSqrt(dot(p2,p2)); 388+ p3 *= taylorInvSqrt(dot(p3,p3)); 389+#endif 390+ 391+// Mix 392+ vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.); 393+ m = m * m; 394+//used to be 64. 395+ return 48.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), 396+ dot(p2,x2), dot(p3,x3) ) ); 397+ } 398+ 399+vec4 grad4(float j, vec4 ip) 400+ { 401+ const vec4 ones = vec4(1.,1.,1.,-1.); 402+ vec4 p,s; 403+ 404+ p.xyz = floor( fract (vec3(j) * ip.xyz) *pParam.w) * ip.z -1.0; 405+ p.w = 1.5 - dot(abs(p.xyz), ones.xyz); 406+ s = vec4(lessThan(p,vec4(0.))); 407+ p.xyz = p.xyz + (s.xyz*2.-1.) * s.www; 408+ 409+ return p; 410+ } 411+ 412+float simplexNoise4(vec4 v) 413+ { 414+ const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4 415+ 0.309016994374947451); // (sqrt(5) - 1)/4 F4 416+// First corner 417+ vec4 i = floor(v + dot(v, C.yyyy) ); 418+ vec4 x0 = v - i + dot(i, C.xxxx); 419+ 420+// Other corners 421+ 422+// Force existance of strict total ordering in sort. 423+ vec4 q0 = floor(x0 * 1024.0) + vec4( 0., 1./4., 2./4. , 3./4.); 424+ vec4 q1; 425+ q1.xy = max(q0.xy,q0.zw); // x:z y:w 426+ q1.zw = min(q0.xy,q0.zw); 427+ 428+ vec4 q2; 429+ q2.xz = max(q1.xz,q1.yw); // x:y z:w 430+ q2.yw = min(q1.xz,q1.yw); 431+ 432+ vec4 q3; 433+ q3.y = max(q2.y,q2.z); // y:z 434+ q3.z = min(q2.y,q2.z); 435+ q3.xw = q2.xw; 436+ 437+ vec4 i1 = vec4(lessThanEqual(q3.xxxx, q0)); 438+ vec4 i2 = vec4(lessThanEqual(q3.yyyy, q0)); 439+ vec4 i3 = vec4(lessThanEqual(q3.zzzz, q0)); 440+ 441+ // x0 = x0 - 0. + 0. * C 442+ vec4 x1 = x0 - i1 + 1. * C.xxxx; 443+ vec4 x2 = x0 - i2 + 2. * C.xxxx; 444+ vec4 x3 = x0 - i3 + 3. * C.xxxx; 445+ vec4 x4 = x0 - 1. + 4. * C.xxxx; 446+ 447+// Permutations 448+ i = mod(i, pParam.x ); 449+ float j0 = permute( permute( permute( permute ( 450+ i.w, pParam.xyz) + i.z, pParam.xyz) 451+ + i.y, pParam.xyz) + i.x, pParam.xyz); 452+ vec4 j1 = permute( permute( permute( permute ( 453+ i.w + vec4(i1.w, i2.w, i3.w, 1. ), pParam.xyz) 454+ + i.z + vec4(i1.z, i2.z, i3.z, 1. ), pParam.xyz) 455+ + i.y + vec4(i1.y, i2.y, i3.y, 1. ), pParam.xyz) 456+ + i.x + vec4(i1.x, i2.x, i3.x, 1. ), pParam.xyz); 457+// Gradients 458+// ( N*N*N points uniformly over a cube, mapped onto a 4-octohedron.) 459+ vec4 ip = pParam ; 460+ ip.xy *= pParam.w ; 461+ ip.x *= pParam.w ; 462+ ip = vec4(1.,1.,1.,2.) / ip ; 463+ 464+ vec4 p0 = grad4(j0, ip); 465+ vec4 p1 = grad4(j1.x, ip); 466+ vec4 p2 = grad4(j1.y, ip); 467+ vec4 p3 = grad4(j1.z, ip); 468+ vec4 p4 = grad4(j1.w, ip); 469+ 470+#ifdef NORMALISE_GRADIENTS 471+ p0 *= taylorInvSqrt(dot(p0,p0)); 472+ p1 *= taylorInvSqrt(dot(p1,p1)); 473+ p2 *= taylorInvSqrt(dot(p2,p2)); 474+ p3 *= taylorInvSqrt(dot(p3,p3)); 475+ p4 *= taylorInvSqrt(dot(p4,p4)); 476+#endif 477+ 478+// Mix 479+ vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.); 480+ vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.); 481+ m0 = m0 * m0; 482+ m1 = m1 * m1; 483+ return 32. * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 ))) 484+ + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ; 485+ 486+ } 487+ 488+ 489+ 490diff --git a/src/glsl/skinning.vert b/src/glsl/skinning.vert 491new file mode 100644 492index 0000000..28970ee 493--- /dev/null 494+++ b/src/glsl/skinning.vert 495@@ -0,0 +1,24 @@ 496+// Vertex weighting/blendin shader 497+// Brian Paul 498+// 4 Nov 2008 499+ 500+uniform mat4 mat0, mat1; 501+attribute float weight; 502+ 503+void main() 504+{ 505+ // simple diffuse shading 506+ // Note that we should really transform the normal vector along with 507+ // the postion below... someday. 508+ vec3 lightVec = vec3(0, 0, 1); 509+ vec3 norm = gl_NormalMatrix * gl_Normal; 510+ float dot = 0.2 + max(0.0, dot(norm, lightVec)); 511+ gl_FrontColor = vec4(dot); 512+ 513+ // compute sum of weighted transformations 514+ vec4 pos0 = mat0 * gl_Vertex; 515+ vec4 pos1 = mat1 * gl_Vertex; 516+ vec4 pos = mix(pos0, pos1, weight); 517+ 518+ gl_Position = gl_ModelViewProjectionMatrix * pos; 519+} 520diff --git a/src/perf/glslstateschange1.frag b/src/perf/glslstateschange1.frag 521new file mode 100644 522index 0000000..0839436 523--- /dev/null 524+++ b/src/perf/glslstateschange1.frag 525@@ -0,0 +1,19 @@ 526+// Multi-texture fragment shader 527+// Brian Paul 528+ 529+// Composite second texture over first. 530+// We're assuming the 2nd texture has a meaningful alpha channel. 531+ 532+uniform sampler2D tex1; 533+uniform sampler2D tex2; 534+uniform vec4 UniV1; 535+uniform vec4 UniV2; 536+ 537+void main() 538+{ 539+ vec4 t3; 540+ vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy); 541+ vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy); 542+ t3 = mix(t1, t2, t2.w); 543+ gl_FragColor = t3 + UniV1 + UniV2; 544+} 545diff --git a/src/perf/glslstateschange1.vert b/src/perf/glslstateschange1.vert 546new file mode 100644 547index 0000000..cef50db 548--- /dev/null 549+++ b/src/perf/glslstateschange1.vert 550@@ -0,0 +1,14 @@ 551+// Multi-texture vertex shader 552+// Brian Paul 553+ 554+ 555+attribute vec4 TexCoord0, TexCoord1; 556+attribute vec4 VertCoord; 557+ 558+void main() 559+{ 560+ gl_TexCoord[0] = TexCoord0; 561+ gl_TexCoord[1] = TexCoord1; 562+ // note: may use gl_Vertex or VertCoord here for testing: 563+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; 564+} 565diff --git a/src/perf/glslstateschange2.frag b/src/perf/glslstateschange2.frag 566new file mode 100644 567index 0000000..0df0319 568--- /dev/null 569+++ b/src/perf/glslstateschange2.frag 570@@ -0,0 +1,17 @@ 571+// Multi-texture fragment shader 572+// Brian Paul 573+ 574+// Composite second texture over first. 575+// We're assuming the 2nd texture has a meaningful alpha channel. 576+ 577+uniform sampler2D tex1; 578+uniform sampler2D tex2; 579+uniform vec4 UniV1; 580+uniform vec4 UniV2; 581+ 582+void main() 583+{ 584+ vec4 t1 = texture2D(tex1, gl_TexCoord[0].xy); 585+ vec4 t2 = texture2D(tex2, gl_TexCoord[1].xy); 586+ gl_FragColor = t1 + t2 + UniV1 + UniV2; 587+} 588diff --git a/src/perf/glslstateschange2.vert b/src/perf/glslstateschange2.vert 589new file mode 100644 590index 0000000..cef50db 591--- /dev/null 592+++ b/src/perf/glslstateschange2.vert 593@@ -0,0 +1,14 @@ 594+// Multi-texture vertex shader 595+// Brian Paul 596+ 597+ 598+attribute vec4 TexCoord0, TexCoord1; 599+attribute vec4 VertCoord; 600+ 601+void main() 602+{ 603+ gl_TexCoord[0] = TexCoord0; 604+ gl_TexCoord[1] = TexCoord1; 605+ // note: may use gl_Vertex or VertCoord here for testing: 606+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; 607+} 608diff --git a/src/vpglsl/infinite-loop.glsl b/src/vpglsl/infinite-loop.glsl 609new file mode 100644 610index 0000000..bc7ae4b 611--- /dev/null 612+++ b/src/vpglsl/infinite-loop.glsl 613@@ -0,0 +1,8 @@ 614+void main() { 615+ gl_Position = gl_Vertex; 616+ vec4 sum = vec4(0); 617+ for (int i = 1; i != 2; i += 2) { 618+ sum += vec4(0.1, 0.1, 0.1, 0.1); 619+ } 620+ gl_FrontColor = sum; 621+} 622-- 6232.0.0 624 625