<?xml version="1.0" encoding="UTF-8"?>
<!--

 This file is part of GtkSourceView

 Authors:  Chong Kai Xiong, Simon Wenner
 Copyright (C) 2005-2006  Chong Kai Xiong  <descender@phreaker.net>
 Copyright (C) 2009-2010  Simon Wenner  <simon@wenner.ch>

 GtkSourceView is free software; you can redistribute it and/or
 modify it under the terms of the GNU Lesser General Public
 License as published by the Free Software Foundation; either
 version 2.1 of the License, or (at your option) any later version.

 GtkSourceView 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
 Lesser General Public License for more details.

 You should have received a copy of the GNU Lesser General Public License
 along with this library; if not, see <http://www.gnu.org/licenses/>.

-->

<!--
 Defines all symbols of the OpenGL Shading Language (GLSL) version 4.0.
 Specification (February 12, 2010):
http://www.opengl.org/registry/doc/GLSLangSpec.4.00.7.pdf
-->
<language id="glsl" _name="OpenGL Shading Language" version="2.0" _section="Source">

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    <style id="builtin-function"  name="Builtin Function"      map-to="def:builtin"/>
    <style id="builtin-constant"  name="Builtin Constant"      map-to="def:constant"/>
    <style id="builtin-variable"  name="Builtin Variable"      map-to="def:identifier"/>
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      <keyword>ifdef</keyword>
      <keyword>ifndef</keyword>
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    <context id="builtin-functions" style-ref="builtin-function">
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      <keyword>degrees</keyword>
      <keyword>sin</keyword>
      <keyword>cos</keyword>
      <keyword>tan</keyword>
      <keyword>asin</keyword>
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      <keyword>cosh</keyword>
      <keyword>tanh</keyword>
      <keyword>asinh</keyword>
      <keyword>acosh</keyword>
      <keyword>atanh</keyword>
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      <keyword>exp</keyword>
      <keyword>log</keyword>
      <keyword>exp2</keyword>
      <keyword>log2</keyword>
      <keyword>sqrt</keyword>
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      <keyword>abs</keyword>
      <keyword>sign</keyword>
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      <keyword>round</keyword>
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      <keyword>unpackUnorm4x8</keyword>
      <keyword>unpackSnorm4x8</keyword>
      <keyword>packDouble2x32</keyword>
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      <keyword>textureSize</keyword>
      <keyword>textureQueryLOD</keyword>
      <keyword>texture</keyword>
      <keyword>textureProj</keyword>
      <keyword>textureLod</keyword>
      <keyword>textureOffset</keyword>
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      <keyword>textureCube</keyword>
      <keyword>textureCubeLod</keyword>

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      <keyword>shadow[1-2]DProjLod</keyword>
      <!-- Section 8.10 -->
      <keyword>dFdx</keyword>
      <keyword>dFdy</keyword>
      <keyword>fwidth</keyword>
      <keyword>interpolateAtCentroid</keyword>
      <keyword>interpolateAtSample</keyword>
      <keyword>interpolateAtOffset</keyword>
      <!-- Section 8.11 -->
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      <!-- Section 8.12 -->
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      <keyword>EndStreamPrimitive</keyword>
      <keyword>EmitVertex</keyword>
      <keyword>EndPrimitive</keyword>
      <!-- Section 8.13 -->
      <keyword>barrier</keyword>
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      <keyword>gl_Position</keyword>
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      <keyword>gl_PrimitiveID</keyword>
      <keyword>gl_Layer</keyword>
      <!-- Section 7.1 (tessellation control language) -->
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      <keyword>gl_TessLevelOuter</keyword>
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      <!-- Section 7.1 (tessellation evaluation language) -->
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      <!-- Section 7.1 (fragment language) -->
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      <keyword>gl_FragColor</keyword>
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      <keyword>gl_TexCoord</keyword>
      <keyword>gl_FogFragCoord</keyword>
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      <keyword>gl_Normal</keyword>
      <keyword>gl_Vertex</keyword>
      <keyword>gl_MultiTexCoord[0-7]</keyword>
      <keyword>gl_FogCoord</keyword>
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    <context id="builtin-constants" style-ref="builtin-constant">
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      <keyword>gl_MaxVertexUniformComponents</keyword>
      <keyword>gl_MaxVaryingFloats</keyword>
      <keyword>gl_MaxVaryingComponents</keyword>
      <keyword>gl_MaxVertexOutputComponents</keyword>
      <keyword>gl_MaxGeometryInputComponents</keyword>
      <keyword>gl_MaxGeometryOutputComponents</keyword>
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      <keyword>gl_MaxVertexTextureImageUnits</keyword>
      <keyword>gl_MaxCombinedTextureImageUnits</keyword>
      <keyword>gl_MaxTextureImageUnits</keyword>
      <keyword>gl_MaxFragmentUniformComponents</keyword>
      <keyword>gl_MaxDrawBuffers</keyword>
      <keyword>gl_MaxClipDistances</keyword>
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      <keyword>gl_MaxGeometryOutputVertices</keyword>
      <keyword>gl_MaxGeometryTotalOutputComponents</keyword>
      <keyword>gl_MaxGeometryUniformComponents</keyword>
      <keyword>gl_MaxGeometryVaryingComponents</keyword>
      <keyword>gl_MaxTessControlInputComponents</keyword>
      <keyword>gl_MaxTessControlOutputComponents</keyword>
      <keyword>gl_MaxTessControlTextureImageUnits</keyword>
      <keyword>gl_MaxTessControlUniformComponents</keyword>
      <keyword>gl_MaxTessControlTotalOutputComponents</keyword>
      <keyword>gl_MaxTessEvaluationInputComponents</keyword>
      <keyword>gl_MaxTessEvaluationOutputComponents</keyword>
      <keyword>gl_MaxTessEvaluationTextureImageUnits</keyword>
      <keyword>gl_MaxTessEvaluationUniformComponents</keyword>
      <keyword>gl_MaxTessPatchComponents</keyword>
      <keyword>gl_MaxPatchVertices</keyword>
      <keyword>gl_MaxTessGenLevel</keyword>
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      <keyword>gl_MaxTextureUnits</keyword>
      <keyword>gl_MaxTextureCoords</keyword>
      <keyword>gl_MaxClipPlanes</keyword>
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    <context id="builtin-uniform-states" style-ref="builtin-constant">
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      <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>
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    <context id="glsl">
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