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glsl.lang
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Wrap
Extensible Markup Language
|
2009-10-02
|
14KB
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408 lines
<?xml version="1.0" encoding="UTF-8"?>
<!--
Authors: Chong Kai Xiong, Simon Wenner
Copyright (C) 2005-2006 Chong Kai Xiong <descender@phreaker.net>
Copyright (C) 2009 Simon Wenner <simon@wenner.ch>
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the
Free Software Foundation, Inc., 59 Temple Place - Suite 330,
Boston, MA 02111-1307, USA.
-->
<!--
Defines all symbols of the OpenGL Shading Language (GLSL) version 1.40.
Specification (16-Feb-2009):
http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.40.05.pdf
-->
<language id="glsl" _name="OpenGL Shading Language" version="2.0" _section="Sources">
<metadata>
<property name="globs">*.glslv;*.glslf</property>
<property name="line-comment-start">//</property>
<property name="block-comment-start">/*</property>
<property name="block-comment-end">*/</property>
</metadata>
<styles>
<style id="preprocessor" _name="Preprocessor" map-to="def:preprocessor"/>
<style id="type" _name="Data Type" map-to="def:type"/>
<style id="keyword" _name="Keyword" map-to="def:keyword"/>
<style id="builtin-function" _name="Builtin Function" map-to="def:builtin"/>
<style id="builtin-constant" _name="Builtin Constant" map-to="def:constant"/>
<style id="special-variable" _name="Special Variable" map-to="def:identifier"/>
<style id="future-use" _name="Reserved Keywords"/>
</styles>
<definitions>
<context id="preprocessor" style-ref="preprocessor">
<prefix>^[ \t]*#[ \t]*</prefix>
<keyword>define</keyword>
<keyword>undef</keyword>
<keyword>(if|elif)([ \t]+defined)?</keyword>
<keyword>ifdef</keyword>
<keyword>ifndef</keyword>
<keyword>else</keyword>
<keyword>endif</keyword>
<keyword>error</keyword>
<keyword>pragma</keyword>
<keyword>extension</keyword>
<keyword>version</keyword>
<keyword>line</keyword>
</context>
<context id="common-macros" style-ref="preprocessor">
<keyword>__VERSION__</keyword>
<keyword>__LINE__</keyword>
<keyword>__FILE__</keyword>
</context>
<context id="keywords" style-ref="keyword">
<keyword>break</keyword>
<keyword>continue</keyword>
<keyword>discard</keyword>
<keyword>do</keyword>
<keyword>for</keyword>
<keyword>if</keyword>
<keyword>else</keyword>
<keyword>return</keyword>
<keyword>while</keyword>
<keyword>switch</keyword>
<keyword>case</keyword>
<keyword>default</keyword>
<!-- qualifiers -->
<keyword>attribute</keyword>
<keyword>const</keyword>
<keyword>in</keyword>
<keyword>inout</keyword>
<keyword>out</keyword>
<keyword>uniform</keyword>
<keyword>varying</keyword>
<keyword>invariant</keyword>
<keyword>centroid</keyword>
<keyword>flat</keyword>
<keyword>smooth</keyword>
<keyword>noperspective</keyword>
<keyword>layout</keyword>
<!-- precision -->
<keyword>lowp</keyword>
<keyword>mediump</keyword>
<keyword>highp</keyword>
<keyword>precision</keyword>
</context>
<context id="primitives" style-ref="type">
<keyword>bool</keyword>
<keyword>float</keyword>
<keyword>int</keyword>
<keyword>uint</keyword>
<keyword>struct</keyword>
<keyword>void</keyword>
<keyword>[biu]?vec[2-4]</keyword>
<keyword>mat[2-4]</keyword>
<keyword>mat[2-4]x[2-4]</keyword>
<keyword>[iu]?sampler[1-3]D</keyword>
<keyword>sampler[1-2]DShadow</keyword>
<keyword>[iu]?sampler[1-2]DArray</keyword>
<keyword>sampler[1-2]DArrayShadow</keyword>
<keyword>[iu]?samplerCube</keyword>
<keyword>samplerCubeShadow</keyword>
<keyword>[iu]?sampler2DRect</keyword>
<keyword>sampler2DRectShadow</keyword>
<keyword>[iu]?samplerBuffer</keyword>
</context>
<context id="reserved-keywords-for-future-use" style-ref="future-use">
<keyword>common</keyword>
<keyword>partition</keyword>
<keyword>active</keyword>
<keyword>asm</keyword>
<keyword>class</keyword>
<keyword>union</keyword>
<keyword>enum</keyword>
<keyword>typedef</keyword>
<keyword>template</keyword>
<keyword>this</keyword>
<keyword>packed</keyword>
<keyword>goto</keyword>
<keyword>inline</keyword>
<keyword>noinline</keyword>
<keyword>volatile</keyword>
<keyword>public</keyword>
<keyword>static</keyword>
<keyword>extern</keyword>
<keyword>external</keyword>
<keyword>interface</keyword>
<keyword>long</keyword>
<keyword>short</keyword>
<keyword>double</keyword>
<keyword>half</keyword>
<keyword>fixed</keyword>
<keyword>unsigned</keyword>
<keyword>input</keyword>
<keyword>output</keyword>
<keyword>[hdf]vec[2-4]</keyword>
<keyword>sampler3DRect</keyword>
<keyword>filter</keyword>
<keyword>sizeof</keyword>
<keyword>cast</keyword>
<keyword>namespace</keyword>
<keyword>using</keyword>
<keyword>row_major</keyword>
</context>
<context id="builtin-functions" style-ref="builtin-function">
<keyword>radians</keyword>
<keyword>degrees</keyword>
<keyword>sin</keyword>
<keyword>cos</keyword>
<keyword>tan</keyword>
<keyword>asin</keyword>
<keyword>acos</keyword>
<keyword>atan</keyword>
<keyword>sinh</keyword>
<keyword>cosh</keyword>
<keyword>tanh</keyword>
<keyword>asinh</keyword>
<keyword>acosh</keyword>
<keyword>atanh</keyword>
<keyword>pow</keyword>
<keyword>exp</keyword>
<keyword>log</keyword>
<keyword>exp2</keyword>
<keyword>log2</keyword>
<keyword>sqrt</keyword>
<keyword>inversesqrt</keyword>
<keyword>abs</keyword>
<keyword>sign</keyword>
<keyword>floor</keyword>
<keyword>trunc</keyword>
<keyword>round</keyword>
<keyword>roundEven</keyword>
<keyword>ceil</keyword>
<keyword>fract</keyword>
<keyword>mod</keyword>
<keyword>modf</keyword>
<keyword>min</keyword>
<keyword>max</keyword>
<keyword>clamp</keyword>
<keyword>mix</keyword>
<keyword>step</keyword>
<keyword>smoothstep</keyword>
<keyword>isnan</keyword>
<keyword>isinf</keyword>
<keyword>length</keyword>
<keyword>distance</keyword>
<keyword>dot</keyword>
<keyword>cross</keyword>
<keyword>normalize</keyword>
<keyword>ftransform</keyword>
<keyword>faceforward</keyword>
<keyword>reflect</keyword>
<keyword>refract</keyword>
<keyword>matrixCompMult</keyword>
<keyword>outerProduct</keyword>
<keyword>transpose</keyword>
<keyword>lessThan</keyword>
<keyword>lessThanEqual</keyword>
<keyword>greaterThan</keyword>
<keyword>greaterThanEqual</keyword>
<keyword>equal</keyword>
<keyword>notEqual</keyword>
<keyword>any</keyword>
<keyword>all</keyword>
<keyword>not</keyword>
<keyword>textureSize</keyword>
<keyword>texture</keyword>
<keyword>textureProj</keyword>
<keyword>textureLod</keyword>
<keyword>textureOffset</keyword>
<keyword>texelFetch</keyword>
<keyword>texelFetchOffset</keyword>
<keyword>textureProjOffset</keyword>
<keyword>textureLodOffset</keyword>
<keyword>textureProjLod</keyword>
<keyword>textureProjLodOffset</keyword>
<keyword>textureGrad</keyword>
<keyword>textureGradOffset</keyword>
<keyword>textureProjGrad</keyword>
<keyword>textureProjGradOffset</keyword>
<keyword>texture[1-3]D</keyword>
<keyword>texture[1-3]DProj</keyword>
<keyword>texture[1-3]DLod</keyword>
<keyword>texture[1-3]DProjLod</keyword>
<keyword>textureCube</keyword>
<keyword>textureCubeLod</keyword>
<keyword>shadow[1-2]D</keyword>
<keyword>shadow[1-2]DProj</keyword>
<keyword>shadow[1-2]DLod</keyword>
<keyword>shadow[1-2]DProjLod</keyword>
<keyword>dFdx</keyword>
<keyword>dFdy</keyword>
<keyword>fwidth</keyword>
<keyword>noise[1-4]</keyword>
</context>
<context id="vertex-shader-special-variables" style-ref="special-variable">
<!-- Section 7.1 -->
<keyword>gl_Position</keyword>
<keyword>gl_PointSize</keyword>
<keyword>gl_VertexID</keyword>
<keyword>gl_InstanceID</keyword>
<keyword>gl_ClipDistance</keyword>
<keyword>gl_ClipVertex</keyword>
</context>
<context id="fragment-shader-special-variables" style-ref="special-variable">
<!-- Section 7.2 -->
<keyword>gl_FragCoord</keyword>
<keyword>gl_FrontFacing</keyword>
<keyword>gl_ClipDistance</keyword>
<keyword>gl_FragColor</keyword>
<keyword>gl_FragData</keyword>
<keyword>gl_FragDepth</keyword>
</context>
<context id="builtin-vertex-attributes" style-ref="special-variable">
<!-- Section 7.3 -->
<keyword>gl_Color</keyword>
<keyword>gl_SecondaryColor</keyword>
<keyword>gl_Normal</keyword>
<keyword>gl_Vertex</keyword>
<keyword>gl_MultiTexCoord[0-7]</keyword>
<keyword>gl_FogCoord</keyword>
</context>
<context id="builtin-constants" style-ref="builtin-constant">
<!-- Section 7.4 -->
<keyword>gl_MaxTextureUnits</keyword>
<keyword>gl_MaxVertexAttribs</keyword>
<keyword>gl_MaxVertexUniformComponents</keyword>
<keyword>gl_MaxVaryingFloats</keyword>
<keyword>gl_MaxVaryingComponents</keyword>
<keyword>gl_MaxVertexTextureImageUnits</keyword>
<keyword>gl_MaxCombinedTextureImageUnits</keyword>
<keyword>gl_MaxTextureImageUnits</keyword>
<keyword>gl_MaxFragmentUniformComponents</keyword>
<keyword>gl_MaxDrawBuffers</keyword>
<keyword>gl_MaxClipDistances</keyword>
</context>
<context id="builtin-uniform-states" style-ref="builtin-constant">
<!-- Section 7.5 -->
<keyword>gl_DepthRange</keyword>
<keyword>gl_ModelViewMatrix</keyword>
<keyword>gl_ProjectionMatrix</keyword>
<keyword>gl_ModelViewProjectionMatrix</keyword>
<keyword>gl_TextureMatrix</keyword>
<keyword>gl_NormalMatrix</keyword>
<keyword>gl_ModelViewMatrixInverse</keyword>
<keyword>gl_ProjectionMatrixInverse</keyword>
<keyword>gl_ModelViewProjectionMatrixInverse</keyword>
<keyword>gl_TextureMatrixInverse</keyword>
<keyword>gl_ModelViewMatrixTranspose</keyword>
<keyword>gl_ProjectionMatrixTranspose</keyword>
<keyword>gl_ModelViewProjectionMatrixTranspose</keyword>
<keyword>gl_TextureMatrixTranspose</keyword>
<keyword>gl_ModelViewMatrixInverseTranspose</keyword>
<keyword>gl_ProjectionMatrixInverseTranspose</keyword>
<keyword>gl_ModelViewProjectionMatrixInverseTranspose</keyword>
<keyword>gl_TextureMatrixInverseTranspose</keyword>
<keyword>gl_NormalScale</keyword>
<keyword>gl_ClipPlane</keyword>
<keyword>gl_Point</keyword>
<keyword>gl_FrontMaterial</keyword>
<keyword>gl_BackMaterial</keyword>
<keyword>gl_LightSource</keyword>
<keyword>gl_LightModel</keyword>
<keyword>gl_FrontLightModelProduct</keyword>
<keyword>gl_BackLightModelProduct</keyword>
<keyword>gl_FrontLightProduct</keyword>
<keyword>gl_BackLightProduct</keyword>
<keyword>gl_TextureEnvColor</keyword>
<keyword>gl_EyePlaneS</keyword>
<keyword>gl_EyePlaneT</keyword>
<keyword>gl_EyePlaneR</keyword>
<keyword>gl_EyePlaneQ</keyword>
<keyword>gl_ObjectPlaneS</keyword>
<keyword>gl_ObjectPlaneT</keyword>
<keyword>gl_ObjectPlaneR</keyword>
<keyword>gl_ObjectPlaneQ</keyword>
<keyword>gl_Fog</keyword>
</context>
<context id="builtin-varyings" style-ref="special-variable">
<!-- Section 7.6 -->
<keyword>gl_PointCoord</keyword>
<keyword>gl_FrontColor</keyword>
<keyword>gl_BackColor</keyword>
<keyword>gl_FrontSecondaryColor</keyword>
<keyword>gl_BackSecondaryColor</keyword>
<keyword>gl_TexCoord</keyword>
<keyword>gl_FogFragCoord</keyword>
</context>
<context id="glsl">
<include>
<context ref="c:comment"/>
<context ref="c:comment-multiline"/>
<context ref="c:close-comment-outside-comment"/>
<context ref="c:if0-comment"/>
<context ref="preprocessor"/>
<context ref="common-macros"/>
<context ref="keywords"/>
<context ref="primitives"/>
<context ref="c:boolean"/>
<context ref="c:decimal"/>
<context ref="c:octal"/>
<context ref="c:hexadecimal"/>
<context ref="c:float"/>
<context ref="builtin-functions"/>
<context ref="vertex-shader-special-variables"/>
<context ref="fragment-shader-special-variables"/>
<context ref="builtin-vertex-attributes"/>
<context ref="builtin-constants"/>
<context ref="builtin-uniform-states"/>
<context ref="builtin-varyings"/>
<context ref="reserved-keywords-for-future-use"/>
</include>
</context>
</definitions>
</language>