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authorSven Gothel <[email protected]>2008-08-18 18:18:58 +0000
committerSven Gothel <[email protected]>2008-08-18 18:18:58 +0000
commitcbf1c157c25d064501104b269ed7e863c8c2bb8e (patch)
tree172ad95a279e0d60ebb0329fb68bf67301a7eaf8 /src/classes/com/sun/opengl/impl/glsl/fixed
parent6076fab585340953c4345447146ecb2c7ddd2710 (diff)
Fixing repo (shader directory)
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/branches/JOGL_2_SANDBOX@1760 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'src/classes/com/sun/opengl/impl/glsl/fixed')
-rw-r--r--src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColor.fp16
-rw-r--r--src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColor.vp22
-rw-r--r--src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColorLight.vp70
-rw-r--r--src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColorTexture.fp47
-rwxr-xr-xsrc/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColor.bfpbin0 -> 1108 bytes
-rwxr-xr-xsrc/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColor.bvpbin0 -> 2344 bytes
-rwxr-xr-xsrc/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColorLight.bvpbin0 -> 8787 bytes
-rwxr-xr-xsrc/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColorTexture.bfpbin0 -> 2392 bytes
-rw-r--r--src/classes/com/sun/opengl/impl/glsl/fixed/shader/es_precision.glsl14
-rw-r--r--src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_attribute.glsl19
-rw-r--r--src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_const.glsl10
-rw-r--r--src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_lightdef.glsl26
-rw-r--r--src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_settexcoord.vp35
-rw-r--r--src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_uniform.glsl18
-rw-r--r--src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_uniform_light.glsl15
-rw-r--r--src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_varying.glsl12
-rwxr-xr-xsrc/classes/com/sun/opengl/impl/glsl/fixed/shader/scripts/nvidia-apx/glslc-ff.bat9
-rwxr-xr-xsrc/classes/com/sun/opengl/impl/glsl/fixed/shader/scripts/nvidia-apx/glslc.bat9
18 files changed, 322 insertions, 0 deletions
diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColor.fp b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColor.fp
new file mode 100644
index 000000000..408ff7251
--- /dev/null
+++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColor.fp
@@ -0,0 +1,16 @@
+#include es_precision.glsl
+
+#include mgl_uniform.glsl
+#include mgl_varying.glsl
+
+void main (void)
+{
+ if( mgl_CullFace > 0 &&
+ ( ( mgl_CullFace == 1 && gl_FrontFacing ) ||
+ ( mgl_CullFace == 2 && !gl_FrontFacing ) ||
+ ( mgl_CullFace == 3 ) ) ) {
+ discard;
+ }
+ gl_FragColor = frontColor;
+}
+
diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColor.vp b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColor.vp
new file mode 100644
index 000000000..346e40196
--- /dev/null
+++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColor.vp
@@ -0,0 +1,22 @@
+#include es_precision.glsl
+
+#include mgl_const.glsl
+#include mgl_uniform.glsl
+#include mgl_attribute.glsl
+#include mgl_varying.glsl
+
+#include mgl_settexcoord.vp
+
+void main(void)
+{
+ if(mgl_ColorEnabled>0) {
+ frontColor=mgl_Color;
+ } else {
+ frontColor=mgl_ColorStatic;
+ }
+
+ gl_Position = mgl_PMVMatrix[0] * mgl_PMVMatrix[1] * mgl_Vertex;
+
+ setTexCoord(gl_Position);
+}
+
diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColorLight.vp b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColorLight.vp
new file mode 100644
index 000000000..ce203cfb9
--- /dev/null
+++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColorLight.vp
@@ -0,0 +1,70 @@
+#include es_precision.glsl
+#include mgl_lightdef.glsl
+
+#include mgl_const.glsl
+#include mgl_uniform.glsl
+#include mgl_uniform_light.glsl
+#include mgl_attribute.glsl
+#include mgl_varying.glsl
+
+#include mgl_settexcoord.vp
+
+void main(void)
+{
+ vec4 position;
+ vec3 normal, lightDir, cameraDir, halfDir;
+ vec4 ambient, diffuse, specular;
+ float NdotL, NdotHV, dist, attenuation;
+ int i;
+
+ position = mgl_PMVMatrix[1] * mgl_Vertex; // vertex eye position
+
+ normal = normalize(mgl_NormalMatrix * mgl_Normal);
+ // cameraPosition: (mgl_PMVMatrix[2] * vec4(0,0,0,1.0)).xyz
+ cameraDir = normalize( (mgl_PMVMatrix[2] * vec4(0,0,0,1.0)).xyz - mgl_Vertex.xyz );
+
+ ambient = vec4(0,0,0,0);
+ diffuse = vec4(0,0,0,0);
+ specular = vec4(0,0,0,0);
+
+ bool lightEnabled = false;
+
+ for(i=0; i<MAX_LIGHTS; i++) {
+ if( 0!= mgl_LightsEnabled[i] ) {
+ lightEnabled = true;
+ ambient += mgl_LightSource[i].ambient;
+ lightDir = mgl_LightSource[i].position.xyz - position.xyz;
+ dist = length(lightDir);
+ lightDir = normalize(lightDir);
+ attenuation = 1.0 / (
+ mgl_LightSource[i].constantAttenuation+
+ mgl_LightSource[i].linearAttenuation * dist +
+ mgl_LightSource[i].quadraticAttenuation * dist * dist );
+ NdotL = max(0.0, dot(normal, lightDir));
+ diffuse += mgl_LightSource[i].diffuse * NdotL * attenuation;
+ if (NdotL != 0.0) {
+ halfDir = normalize (lightDir + cameraDir);
+ NdotHV = max(0.0, dot(normal, halfDir));
+ specular += mgl_LightSource[i].specular *
+ pow(NdotHV,mgl_FrontMaterial.shininess) * attenuation;
+ }
+ }
+ }
+ ambient += mgl_FrontMaterial.ambient;
+ diffuse *= mgl_FrontMaterial.diffuse;
+ specular *= mgl_FrontMaterial.specular;
+
+ if(mgl_ColorEnabled>0) {
+ frontColor=mgl_Color;
+ } else {
+ frontColor=mgl_ColorStatic;
+ }
+ if( lightEnabled ) {
+ frontColor *= ambient + diffuse + specular;
+ }
+
+ gl_Position = mgl_PMVMatrix[0] * position;
+
+ setTexCoord(gl_Position);
+}
+
diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColorTexture.fp b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColorTexture.fp
new file mode 100644
index 000000000..86e6ace73
--- /dev/null
+++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColorTexture.fp
@@ -0,0 +1,47 @@
+
+#include es_precision.glsl
+#include mgl_lightdef.glsl
+
+#include mgl_const.glsl
+#include mgl_uniform.glsl
+#include mgl_varying.glsl
+
+vec4 getTexColor(in sampler2D tex, in int idx) {
+ vec4 coord;
+ if(idx==0) {
+ coord= mgl_TexCoords[0];
+ } else if(idx==1) {
+ coord= mgl_TexCoords[1];
+ } else if(idx==2) {
+ coord= mgl_TexCoords[2];
+ } else if(idx==3) {
+ coord= mgl_TexCoords[3];
+ } else if(idx==4) {
+ coord= mgl_TexCoords[4];
+ } else if(idx==5) {
+ coord= mgl_TexCoords[5];
+ } else if(idx==6) {
+ coord= mgl_TexCoords[6];
+ } else {
+ coord= mgl_TexCoords[7];
+ }
+ return texture2D(tex, coord.st);
+}
+
+void main (void)
+{
+ if( mgl_CullFace > 0 &&
+ ( ( mgl_CullFace == 1 && gl_FrontFacing ) ||
+ ( mgl_CullFace == 2 && !gl_FrontFacing ) ||
+ ( mgl_CullFace == 3 ) ) ) {
+ discard;
+ }
+
+ vec4 texColor = getTexColor(mgl_ActiveTexture,mgl_ActiveTextureIdx);
+
+ if(length(texColor.rgb)>0.0) {
+ gl_FragColor = vec4(frontColor.rgb*texColor.rgb, frontColor.a) ;
+ } else {
+ gl_FragColor = frontColor;
+ }
+}
diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColor.bfp b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColor.bfp
new file mode 100755
index 000000000..3ebaaee1d
--- /dev/null
+++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColor.bfp
Binary files differ
diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColor.bvp b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColor.bvp
new file mode 100755
index 000000000..279ef72c7
--- /dev/null
+++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColor.bvp
Binary files differ
diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColorLight.bvp b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColorLight.bvp
new file mode 100755
index 000000000..5a9deea71
--- /dev/null
+++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColorLight.bvp
Binary files differ
diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColorTexture.bfp b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColorTexture.bfp
new file mode 100755
index 000000000..ce1397fe1
--- /dev/null
+++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColorTexture.bfp
Binary files differ
diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/es_precision.glsl b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/es_precision.glsl
new file mode 100644
index 000000000..fd6abe54e
--- /dev/null
+++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/es_precision.glsl
@@ -0,0 +1,14 @@
+#ifndef es_precision_glsl
+#define es_precision_glsl
+
+#ifdef GL_ES
+ #define MEDIUMP mediump
+ #define HIGHP highp
+ #define LOWP lowp
+#else
+ #define MEDIUMP
+ #define HIGHP
+ #define LOWP
+#endif
+
+#endif // es_precision_glsl
diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_attribute.glsl b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_attribute.glsl
new file mode 100644
index 000000000..b09bdb05a
--- /dev/null
+++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_attribute.glsl
@@ -0,0 +1,19 @@
+
+#ifndef mgl_attribute_glsl
+#define mgl_attribute_glsl
+
+#include es_precision.glsl
+
+attribute HIGHP vec4 mgl_Vertex;
+attribute HIGHP vec3 mgl_Normal;
+attribute HIGHP vec4 mgl_Color;
+attribute HIGHP vec4 mgl_MultiTexCoord0;
+attribute HIGHP vec4 mgl_MultiTexCoord1;
+attribute HIGHP vec4 mgl_MultiTexCoord2;
+attribute HIGHP vec4 mgl_MultiTexCoord3;
+attribute HIGHP vec4 mgl_MultiTexCoord4;
+attribute HIGHP vec4 mgl_MultiTexCoord5;
+attribute HIGHP vec4 mgl_MultiTexCoord6;
+attribute HIGHP vec4 mgl_MultiTexCoord7;
+
+#endif // mgl_attribute_glsl
diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_const.glsl b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_const.glsl
new file mode 100644
index 000000000..1a464a1cb
--- /dev/null
+++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_const.glsl
@@ -0,0 +1,10 @@
+
+#ifndef mgl_const_glsl
+#define mgl_const_glsl
+
+#include es_precision.glsl
+
+const LOWP int MAX_TEXTURE_UNITS = 8; // <=gl_MaxTextureImageUnits
+const LOWP int MAX_LIGHTS = 8;
+
+#endif // mgl_const_glsl
diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_lightdef.glsl b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_lightdef.glsl
new file mode 100644
index 000000000..98e214139
--- /dev/null
+++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_lightdef.glsl
@@ -0,0 +1,26 @@
+#ifndef mgl_lightdef_glsl
+#define mgl_lightdef_glsl
+
+struct mgl_LightSourceParameters {
+ vec4 ambient;
+ vec4 diffuse;
+ vec4 specular;
+ vec4 position;
+ // vec4 halfVector; // is computed here
+ vec3 spotDirection;
+ float spotExponent;
+ float spotCutoff; // (range: [0.0,90.0], 180.0)
+ //float spotCosCutoff; // (range: [1.0,0.0],-1.0)
+ float constantAttenuation;
+ float linearAttenuation;
+ float quadraticAttenuation;
+};
+struct mgl_MaterialParameters {
+ vec4 ambient;
+ vec4 diffuse;
+ vec4 specular;
+ vec4 emission;
+ float shininess;
+};
+
+#endif // mgl_lightdef_glsl
diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_settexcoord.vp b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_settexcoord.vp
new file mode 100644
index 000000000..1efe328d0
--- /dev/null
+++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_settexcoord.vp
@@ -0,0 +1,35 @@
+#ifndef mgl_settexcoord_vp
+#define mgl_settexcoord_vp
+
+#include es_precision.glsl
+
+#include mgl_const.glsl
+#include mgl_uniform.glsl
+#include mgl_attribute.glsl
+#include mgl_varying.glsl
+
+void setTexCoord(in vec4 defpos) {
+ /**
+ * bitwise operator not supported on APX 2500 ES 2.0
+ *
+ mgl_TexCoords[0] = ( 0 != (mgl_TexCoordEnabled & 1) ) ? mgl_MultiTexCoord0 : defpos;
+ mgl_TexCoords[1] = ( 0 != (mgl_TexCoordEnabled & 2) ) ? mgl_MultiTexCoord1 : defpos;
+ mgl_TexCoords[2] = ( 0 != (mgl_TexCoordEnabled & 4) ) ? mgl_MultiTexCoord2 : defpos;
+ mgl_TexCoords[3] = ( 0 != (mgl_TexCoordEnabled & 8) ) ? mgl_MultiTexCoord3 : defpos;
+ mgl_TexCoords[4] = ( 0 != (mgl_TexCoordEnabled & 16) ) ? mgl_MultiTexCoord4 : defpos;
+ mgl_TexCoords[5] = ( 0 != (mgl_TexCoordEnabled & 32) ) ? mgl_MultiTexCoord5 : defpos;
+ mgl_TexCoords[6] = ( 0 != (mgl_TexCoordEnabled & 64) ) ? mgl_MultiTexCoord6 : defpos;
+ mgl_TexCoords[7] = ( 0 != (mgl_TexCoordEnabled & 128) ) ? mgl_MultiTexCoord7 : defpos;
+ */
+
+ mgl_TexCoords[0] = ( 0 != mgl_TexCoordEnabled[0] ) ? mgl_MultiTexCoord0 : defpos;
+ mgl_TexCoords[1] = ( 0 != mgl_TexCoordEnabled[1] ) ? mgl_MultiTexCoord1 : defpos;
+ mgl_TexCoords[2] = ( 0 != mgl_TexCoordEnabled[2] ) ? mgl_MultiTexCoord2 : defpos;
+ mgl_TexCoords[3] = ( 0 != mgl_TexCoordEnabled[3] ) ? mgl_MultiTexCoord3 : defpos;
+ mgl_TexCoords[4] = ( 0 != mgl_TexCoordEnabled[4] ) ? mgl_MultiTexCoord4 : defpos;
+ mgl_TexCoords[5] = ( 0 != mgl_TexCoordEnabled[5] ) ? mgl_MultiTexCoord5 : defpos;
+ mgl_TexCoords[6] = ( 0 != mgl_TexCoordEnabled[6] ) ? mgl_MultiTexCoord6 : defpos;
+ mgl_TexCoords[7] = ( 0 != mgl_TexCoordEnabled[7] ) ? mgl_MultiTexCoord7 : defpos;
+}
+
+#endif // mgl_settexcoord_vp
diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_uniform.glsl b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_uniform.glsl
new file mode 100644
index 000000000..d8b3c7f95
--- /dev/null
+++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_uniform.glsl
@@ -0,0 +1,18 @@
+
+#ifndef mgl_uniform_glsl
+#define mgl_uniform_glsl
+
+#include es_precision.glsl
+
+#include mgl_const.glsl
+
+uniform HIGHP mat4 mgl_PMVMatrix[3]; // P, Mv, and Mvi
+uniform HIGHP mat3 mgl_NormalMatrix; // transpose(inverse(ModelView)).3x3
+uniform LOWP int mgl_ColorEnabled;
+uniform HIGHP vec4 mgl_ColorStatic;
+uniform LOWP int mgl_TexCoordEnabled[MAX_TEXTURE_UNITS];
+uniform sampler2D mgl_ActiveTexture;
+uniform LOWP int mgl_ActiveTextureIdx;
+uniform LOWP int mgl_CullFace;
+
+#endif // mgl_uniform_glsl
diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_uniform_light.glsl b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_uniform_light.glsl
new file mode 100644
index 000000000..0dedb5d5d
--- /dev/null
+++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_uniform_light.glsl
@@ -0,0 +1,15 @@
+
+#ifndef mgl_uniform_light_glsl
+#define mgl_uniform_light_glsl
+
+#include es_precision.glsl
+
+#include mgl_const.glsl
+#include mgl_lightdef.glsl
+
+uniform LOWP int mgl_LightsEnabled[MAX_LIGHTS];
+
+uniform mgl_LightSourceParameters mgl_LightSource[MAX_LIGHTS];
+uniform mgl_MaterialParameters mgl_FrontMaterial;
+
+#endif // mgl_uniform_light_glsl
diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_varying.glsl b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_varying.glsl
new file mode 100644
index 000000000..fc9f735d1
--- /dev/null
+++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_varying.glsl
@@ -0,0 +1,12 @@
+
+#ifndef mgl_varying_glsl
+#define mgl_varying_glsl
+
+#include es_precision.glsl
+
+#include mgl_const.glsl
+
+varying vec4 frontColor;
+varying vec4 mgl_TexCoords[MAX_TEXTURE_UNITS];
+
+#endif // mgl_varying_glsl
diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/scripts/nvidia-apx/glslc-ff.bat b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/scripts/nvidia-apx/glslc-ff.bat
new file mode 100755
index 000000000..b8acba036
--- /dev/null
+++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/scripts/nvidia-apx/glslc-ff.bat
@@ -0,0 +1,9 @@
+REM
+REM You have to call it from the 'shader' directory, e.g.:
+REM scripts\nvidia-apx\glslc-ff.bat
+REM
+IF !"%JOGLDIR%"==""! GOTO YESPATH
+set JOGLDIR=..
+:YESPATH
+
+java -cp %JOGLDIR%\jogl.core.jar;%JOGLDIR%\jogl.gles2.jar;%JOGLDIR%\jogl.fixed.jar;%JOGLDIR%\jogl.sdk.jar javax.media.opengl.sdk.glsl.CompileShaderNVidia FixedFuncColor.fp FixedFuncColorTexture.fp FixedFuncColorLight.vp FixedFuncColor.vp
diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/scripts/nvidia-apx/glslc.bat b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/scripts/nvidia-apx/glslc.bat
new file mode 100755
index 000000000..9cbea806f
--- /dev/null
+++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/scripts/nvidia-apx/glslc.bat
@@ -0,0 +1,9 @@
+REM
+REM You have to call it from the 'shader' directory, e.g.:
+REM scripts\nvidia-apx\glslc.bat <FileName>
+REM
+IF !"%JOGLDIR%"==""! GOTO YESPATH
+set JOGLDIR=..
+:YESPATH
+
+java -cp %JOGLDIR%\jogl.core.jar;%JOGLDIR%\jogl.gles2.jar;%JOGLDIR%\jogl.fixed.jar;%JOGLDIR%\jogl.sdk.jar javax.media.opengl.sdk.glsl.CompileShaderNVidia %1