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