| #version 140 |
| /* |
| * 8.1 - Angle and Trigonometry Functions |
| */ |
| float radians(float degrees); |
| vec2 radians(vec2 degrees); |
| vec3 radians(vec3 degrees); |
| vec4 radians(vec4 degrees); |
| |
| float degrees(float radians); |
| vec2 degrees(vec2 radians); |
| vec3 degrees(vec3 radians); |
| vec4 degrees(vec4 radians); |
| |
| float sin(float angle); |
| vec2 sin(vec2 angle); |
| vec3 sin(vec3 angle); |
| vec4 sin(vec4 angle); |
| |
| float cos(float angle); |
| vec2 cos(vec2 angle); |
| vec3 cos(vec3 angle); |
| vec4 cos(vec4 angle); |
| |
| float tan(float angle); |
| vec2 tan(vec2 angle); |
| vec3 tan(vec3 angle); |
| vec4 tan(vec4 angle); |
| |
| float asin(float angle); |
| vec2 asin(vec2 angle); |
| vec3 asin(vec3 angle); |
| vec4 asin(vec4 angle); |
| |
| float acos(float angle); |
| vec2 acos(vec2 angle); |
| vec3 acos(vec3 angle); |
| vec4 acos(vec4 angle); |
| |
| float atan(float y, float x); |
| vec2 atan(vec2 y, vec2 x); |
| vec3 atan(vec3 y, vec3 x); |
| vec4 atan(vec4 y, vec4 x); |
| |
| float atan(float y_over_x); |
| vec2 atan(vec2 y_over_x); |
| vec3 atan(vec3 y_over_x); |
| vec4 atan(vec4 y_over_x); |
| |
| float sinh(float x); |
| vec2 sinh(vec2 x); |
| vec3 sinh(vec3 x); |
| vec4 sinh(vec4 x); |
| |
| float cosh(float x); |
| vec2 cosh(vec2 x); |
| vec3 cosh(vec3 x); |
| vec4 cosh(vec4 x); |
| |
| float tanh(float x); |
| vec2 tanh(vec2 x); |
| vec3 tanh(vec3 x); |
| vec4 tanh(vec4 x); |
| |
| float asinh(float x); |
| vec2 asinh(vec2 x); |
| vec3 asinh(vec3 x); |
| vec4 asinh(vec4 x); |
| |
| float acosh(float x); |
| vec2 acosh(vec2 x); |
| vec3 acosh(vec3 x); |
| vec4 acosh(vec4 x); |
| |
| float atanh(float x); |
| vec2 atanh(vec2 x); |
| vec3 atanh(vec3 x); |
| vec4 atanh(vec4 x); |
| |
| /* |
| * 8.2 - Exponential Functions |
| */ |
| float pow(float x, float y); |
| vec2 pow(vec2 x, vec2 y); |
| vec3 pow(vec3 x, vec3 y); |
| vec4 pow(vec4 x, vec4 y); |
| |
| float exp(float x); |
| vec2 exp(vec2 x); |
| vec3 exp(vec3 x); |
| vec4 exp(vec4 x); |
| |
| float log(float x); |
| vec2 log(vec2 x); |
| vec3 log(vec3 x); |
| vec4 log(vec4 x); |
| |
| float exp2(float x); |
| vec2 exp2(vec2 x); |
| vec3 exp2(vec3 x); |
| vec4 exp2(vec4 x); |
| |
| float log2(float x); |
| vec2 log2(vec2 x); |
| vec3 log2(vec3 x); |
| vec4 log2(vec4 x); |
| |
| float sqrt(float x); |
| vec2 sqrt(vec2 x); |
| vec3 sqrt(vec3 x); |
| vec4 sqrt(vec4 x); |
| |
| float inversesqrt(float x); |
| vec2 inversesqrt(vec2 x); |
| vec3 inversesqrt(vec3 x); |
| vec4 inversesqrt(vec4 x); |
| |
| /* |
| * 8.3 - Common Functions |
| */ |
| float abs(float x); |
| vec2 abs(vec2 x); |
| vec3 abs(vec3 x); |
| vec4 abs(vec4 x); |
| int abs(int x); |
| ivec2 abs(ivec2 x); |
| ivec3 abs(ivec3 x); |
| ivec4 abs(ivec4 x); |
| |
| float sign(float x); |
| vec2 sign(vec2 x); |
| vec3 sign(vec3 x); |
| vec4 sign(vec4 x); |
| int sign(int x); |
| ivec2 sign(ivec2 x); |
| ivec3 sign(ivec3 x); |
| ivec4 sign(ivec4 x); |
| |
| float floor(float x); |
| vec2 floor(vec2 x); |
| vec3 floor(vec3 x); |
| vec4 floor(vec4 x); |
| |
| float trunc(float x); |
| vec2 trunc(vec2 x); |
| vec3 trunc(vec3 x); |
| vec4 trunc(vec4 x); |
| |
| float round(float x); |
| vec2 round(vec2 x); |
| vec3 round(vec3 x); |
| vec4 round(vec4 x); |
| |
| float roundEven(float x); |
| vec2 roundEven(vec2 x); |
| vec3 roundEven(vec3 x); |
| vec4 roundEven(vec4 x); |
| |
| float ceil(float x); |
| vec2 ceil(vec2 x); |
| vec3 ceil(vec3 x); |
| vec4 ceil(vec4 x); |
| |
| float fract(float x); |
| vec2 fract(vec2 x); |
| vec3 fract(vec3 x); |
| vec4 fract(vec4 x); |
| |
| float mod(float x, float y); |
| vec2 mod(vec2 x, float y); |
| vec3 mod(vec3 x, float y); |
| vec4 mod(vec4 x, float y); |
| |
| vec2 mod(vec2 x, vec2 y); |
| vec3 mod(vec3 x, vec3 y); |
| vec4 mod(vec4 x, vec4 y); |
| |
| float modf(float x, out float i); |
| vec2 modf(vec2 x, out vec2 i); |
| vec3 modf(vec3 x, out vec3 i); |
| vec4 modf(vec4 x, out vec4 i); |
| |
| float min(float x, float y); |
| vec2 min(vec2 x, vec2 y); |
| vec3 min(vec3 x, vec3 y); |
| vec4 min(vec4 x, vec4 y); |
| |
| vec2 min(vec2 x, float y); |
| vec3 min(vec3 x, float y); |
| vec4 min(vec4 x, float y); |
| |
| int min(int x, int y); |
| ivec2 min(ivec2 x, ivec2 y); |
| ivec3 min(ivec3 x, ivec3 y); |
| ivec4 min(ivec4 x, ivec4 y); |
| |
| ivec2 min(ivec2 x, int y); |
| ivec3 min(ivec3 x, int y); |
| ivec4 min(ivec4 x, int y); |
| |
| uint min(uint x, uint y); |
| uvec2 min(uvec2 x, uvec2 y); |
| uvec3 min(uvec3 x, uvec3 y); |
| uvec4 min(uvec4 x, uvec4 y); |
| |
| uvec2 min(uvec2 x, uint y); |
| uvec3 min(uvec3 x, uint y); |
| uvec4 min(uvec4 x, uint y); |
| |
| float max(float x, float y); |
| vec2 max(vec2 x, vec2 y); |
| vec3 max(vec3 x, vec3 y); |
| vec4 max(vec4 x, vec4 y); |
| |
| vec2 max(vec2 x, float y); |
| vec3 max(vec3 x, float y); |
| vec4 max(vec4 x, float y); |
| |
| int max(int x, int y); |
| ivec2 max(ivec2 x, ivec2 y); |
| ivec3 max(ivec3 x, ivec3 y); |
| ivec4 max(ivec4 x, ivec4 y); |
| |
| ivec2 max(ivec2 x, int y); |
| ivec3 max(ivec3 x, int y); |
| ivec4 max(ivec4 x, int y); |
| |
| uint max(uint x, uint y); |
| uvec2 max(uvec2 x, uvec2 y); |
| uvec3 max(uvec3 x, uvec3 y); |
| uvec4 max(uvec4 x, uvec4 y); |
| |
| uvec2 max(uvec2 x, uint y); |
| uvec3 max(uvec3 x, uint y); |
| uvec4 max(uvec4 x, uint y); |
| |
| float clamp(float x, float minVal, float maxVal); |
| vec2 clamp(vec2 x, vec2 minVal, vec2 maxVal); |
| vec3 clamp(vec3 x, vec3 minVal, vec3 maxVal); |
| vec4 clamp(vec4 x, vec4 minVal, vec4 maxVal); |
| |
| vec2 clamp(vec2 x, float minVal, float maxVal); |
| vec3 clamp(vec3 x, float minVal, float maxVal); |
| vec4 clamp(vec4 x, float minVal, float maxVal); |
| |
| int clamp(int x, int minVal, int maxVal); |
| ivec2 clamp(ivec2 x, ivec2 minVal, ivec2 maxVal); |
| ivec3 clamp(ivec3 x, ivec3 minVal, ivec3 maxVal); |
| ivec4 clamp(ivec4 x, ivec4 minVal, ivec4 maxVal); |
| |
| ivec2 clamp(ivec2 x, int minVal, int maxVal); |
| ivec3 clamp(ivec3 x, int minVal, int maxVal); |
| ivec4 clamp(ivec4 x, int minVal, int maxVal); |
| |
| uint clamp(uint x, uint minVal, uint maxVal); |
| uvec2 clamp(uvec2 x, uvec2 minVal, uvec2 maxVal); |
| uvec3 clamp(uvec3 x, uvec3 minVal, uvec3 maxVal); |
| uvec4 clamp(uvec4 x, uvec4 minVal, uvec4 maxVal); |
| |
| uvec2 clamp(uvec2 x, uint minVal, uint maxVal); |
| uvec3 clamp(uvec3 x, uint minVal, uint maxVal); |
| uvec4 clamp(uvec4 x, uint minVal, uint maxVal); |
| |
| float mix(float x, float y, float a); |
| vec2 mix(vec2 x, vec2 y, vec2 a); |
| vec3 mix(vec3 x, vec3 y, vec3 a); |
| vec4 mix(vec4 x, vec4 y, vec4 a); |
| |
| vec2 mix(vec2 x, vec2 y, float a); |
| vec3 mix(vec3 x, vec3 y, float a); |
| vec4 mix(vec4 x, vec4 y, float a); |
| |
| float mix(float x, float y, bool a); |
| vec2 mix(vec2 x, vec2 y, bvec2 a); |
| vec3 mix(vec3 x, vec3 y, bvec3 a); |
| vec4 mix(vec4 x, vec4 y, bvec4 a); |
| |
| float step(float edge, float x); |
| vec2 step(vec2 edge, vec2 x); |
| vec3 step(vec3 edge, vec3 x); |
| vec4 step(vec4 edge, vec4 x); |
| |
| vec2 step(float edge, vec2 x); |
| vec3 step(float edge, vec3 x); |
| vec4 step(float edge, vec4 x); |
| |
| float smoothstep(float edge0, float edge1, float x); |
| vec2 smoothstep(vec2 edge0, vec2 edge1, vec2 x); |
| vec3 smoothstep(vec3 edge0, vec3 edge1, vec3 x); |
| vec4 smoothstep(vec4 edge0, vec4 edge1, vec4 x); |
| |
| vec2 smoothstep(float edge0, float edge1, vec2 x); |
| vec3 smoothstep(float edge0, float edge1, vec3 x); |
| vec4 smoothstep(float edge0, float edge1, vec4 x); |
| |
| bool isnan(float x); |
| bvec2 isnan(vec2 x); |
| bvec3 isnan(vec3 x); |
| bvec4 isnan(vec4 x); |
| |
| bool isinf(float x); |
| bvec2 isinf(vec2 x); |
| bvec3 isinf(vec3 x); |
| bvec4 isinf(vec4 x); |
| |
| /* |
| * 8.4 - Geometric Functions |
| */ |
| float length(float x); |
| float length(vec2 x); |
| float length(vec3 x); |
| float length(vec4 x); |
| |
| float distance(float p0, float p1); |
| float distance(vec2 p0, vec2 p1); |
| float distance(vec3 p0, vec3 p1); |
| float distance(vec4 p0, vec4 p1); |
| |
| float dot(float x, float y); |
| float dot(vec2 x, vec2 y); |
| float dot(vec3 x, vec3 y); |
| float dot(vec4 x, vec4 y); |
| |
| vec3 cross(vec3 x, vec3 y); |
| |
| float normalize(float x); |
| vec2 normalize(vec2 x); |
| vec3 normalize(vec3 x); |
| vec4 normalize(vec4 x); |
| |
| float faceforward(float N, float I, float Nref); |
| vec2 faceforward(vec2 N, vec2 I, vec2 Nref); |
| vec3 faceforward(vec3 N, vec3 I, vec3 Nref); |
| vec4 faceforward(vec4 N, vec4 I, vec4 Nref); |
| |
| float reflect(float I, float N); |
| vec2 reflect(vec2 I, vec2 N); |
| vec3 reflect(vec3 I, vec3 N); |
| vec4 reflect(vec4 I, vec4 N); |
| |
| float refract(float I, float N, float eta); |
| vec2 refract(vec2 I, vec2 N, float eta); |
| vec3 refract(vec3 I, vec3 N, float eta); |
| vec4 refract(vec4 I, vec4 N, float eta); |
| |
| |
| /* |
| * 8.5 - Matrix Functions |
| */ |
| mat2 matrixCompMult(mat2 x, mat2 y); |
| mat3 matrixCompMult(mat3 x, mat3 y); |
| mat4 matrixCompMult(mat4 x, mat4 y); |
| mat2x3 matrixCompMult(mat2x3 x, mat2x3 y); |
| mat2x4 matrixCompMult(mat2x4 x, mat2x4 y); |
| mat3x2 matrixCompMult(mat3x2 x, mat3x2 y); |
| mat3x4 matrixCompMult(mat3x4 x, mat3x4 y); |
| mat4x2 matrixCompMult(mat4x2 x, mat4x2 y); |
| mat4x3 matrixCompMult(mat4x3 x, mat4x3 y); |
| |
| mat2 outerProduct(vec2 c, vec2 r); |
| mat3 outerProduct(vec3 c, vec3 r); |
| mat4 outerProduct(vec4 c, vec4 r); |
| |
| mat2x3 outerProduct(vec3 c, vec2 r); |
| mat3x2 outerProduct(vec2 c, vec3 r); |
| |
| mat2x4 outerProduct(vec4 c, vec2 r); |
| mat4x2 outerProduct(vec2 c, vec4 r); |
| |
| mat3x4 outerProduct(vec4 c, vec3 r); |
| mat4x3 outerProduct(vec3 c, vec4 r); |
| |
| mat2 transpose(mat2 m); |
| mat3 transpose(mat3 m); |
| mat4 transpose(mat4 m); |
| |
| mat2x3 transpose(mat3x2 m); |
| mat3x2 transpose(mat2x3 m); |
| |
| mat2x4 transpose(mat4x2 m); |
| mat4x2 transpose(mat2x4 m); |
| |
| mat3x4 transpose(mat4x3 m); |
| mat4x3 transpose(mat3x4 m); |
| |
| /* |
| * 8.6 - Vector Relational Functions |
| */ |
| bvec2 lessThan( vec2 x, vec2 y); |
| bvec3 lessThan( vec3 x, vec3 y); |
| bvec4 lessThan( vec4 x, vec4 y); |
| bvec2 lessThan(ivec2 x, ivec2 y); |
| bvec3 lessThan(ivec3 x, ivec3 y); |
| bvec4 lessThan(ivec4 x, ivec4 y); |
| bvec2 lessThan(uvec2 x, uvec2 y); |
| bvec3 lessThan(uvec3 x, uvec3 y); |
| bvec4 lessThan(uvec4 x, uvec4 y); |
| |
| bvec2 lessThanEqual( vec2 x, vec2 y); |
| bvec3 lessThanEqual( vec3 x, vec3 y); |
| bvec4 lessThanEqual( vec4 x, vec4 y); |
| bvec2 lessThanEqual(ivec2 x, ivec2 y); |
| bvec3 lessThanEqual(ivec3 x, ivec3 y); |
| bvec4 lessThanEqual(ivec4 x, ivec4 y); |
| bvec2 lessThanEqual(uvec2 x, uvec2 y); |
| bvec3 lessThanEqual(uvec3 x, uvec3 y); |
| bvec4 lessThanEqual(uvec4 x, uvec4 y); |
| |
| bvec2 greaterThan( vec2 x, vec2 y); |
| bvec3 greaterThan( vec3 x, vec3 y); |
| bvec4 greaterThan( vec4 x, vec4 y); |
| bvec2 greaterThan(ivec2 x, ivec2 y); |
| bvec3 greaterThan(ivec3 x, ivec3 y); |
| bvec4 greaterThan(ivec4 x, ivec4 y); |
| bvec2 greaterThan(uvec2 x, uvec2 y); |
| bvec3 greaterThan(uvec3 x, uvec3 y); |
| bvec4 greaterThan(uvec4 x, uvec4 y); |
| |
| bvec2 greaterThanEqual( vec2 x, vec2 y); |
| bvec3 greaterThanEqual( vec3 x, vec3 y); |
| bvec4 greaterThanEqual( vec4 x, vec4 y); |
| bvec2 greaterThanEqual(ivec2 x, ivec2 y); |
| bvec3 greaterThanEqual(ivec3 x, ivec3 y); |
| bvec4 greaterThanEqual(ivec4 x, ivec4 y); |
| bvec2 greaterThanEqual(uvec2 x, uvec2 y); |
| bvec3 greaterThanEqual(uvec3 x, uvec3 y); |
| bvec4 greaterThanEqual(uvec4 x, uvec4 y); |
| |
| bvec2 equal( vec2 x, vec2 y); |
| bvec3 equal( vec3 x, vec3 y); |
| bvec4 equal( vec4 x, vec4 y); |
| bvec2 equal(ivec2 x, ivec2 y); |
| bvec3 equal(ivec3 x, ivec3 y); |
| bvec4 equal(ivec4 x, ivec4 y); |
| bvec2 equal(uvec2 x, uvec2 y); |
| bvec3 equal(uvec3 x, uvec3 y); |
| bvec4 equal(uvec4 x, uvec4 y); |
| bvec2 equal(bvec2 x, bvec2 y); |
| bvec3 equal(bvec3 x, bvec3 y); |
| bvec4 equal(bvec4 x, bvec4 y); |
| |
| bvec2 notEqual( vec2 x, vec2 y); |
| bvec3 notEqual( vec3 x, vec3 y); |
| bvec4 notEqual( vec4 x, vec4 y); |
| bvec2 notEqual(ivec2 x, ivec2 y); |
| bvec3 notEqual(ivec3 x, ivec3 y); |
| bvec4 notEqual(ivec4 x, ivec4 y); |
| bvec2 notEqual(uvec2 x, uvec2 y); |
| bvec3 notEqual(uvec3 x, uvec3 y); |
| bvec4 notEqual(uvec4 x, uvec4 y); |
| bvec2 notEqual(bvec2 x, bvec2 y); |
| bvec3 notEqual(bvec3 x, bvec3 y); |
| bvec4 notEqual(bvec4 x, bvec4 y); |
| |
| bool any(bvec2 x); |
| bool any(bvec3 x); |
| bool any(bvec4 x); |
| |
| bool all(bvec2 x); |
| bool all(bvec3 x); |
| bool all(bvec4 x); |
| |
| bvec2 not(bvec2 x); |
| bvec3 not(bvec3 x); |
| bvec4 not(bvec4 x); |
| |
| /* |
| * 8.7 - Texture Lookup Functions |
| */ |
| |
| /* textureSize */ |
| int textureSize( sampler1D sampler, int lod); |
| int textureSize(isampler1D sampler, int lod); |
| int textureSize(usampler1D sampler, int lod); |
| |
| ivec2 textureSize( sampler2D sampler, int lod); |
| ivec2 textureSize(isampler2D sampler, int lod); |
| ivec2 textureSize(usampler2D sampler, int lod); |
| |
| ivec3 textureSize( sampler3D sampler, int lod); |
| ivec3 textureSize(isampler3D sampler, int lod); |
| ivec3 textureSize(usampler3D sampler, int lod); |
| |
| ivec2 textureSize( samplerCube sampler, int lod); |
| ivec2 textureSize(isamplerCube sampler, int lod); |
| ivec2 textureSize(usamplerCube sampler, int lod); |
| |
| int textureSize(sampler1DShadow sampler, int lod); |
| ivec2 textureSize(sampler2DShadow sampler, int lod); |
| ivec2 textureSize(samplerCubeShadow sampler, int lod); |
| |
| ivec2 textureSize( sampler1DArray sampler, int lod); |
| ivec2 textureSize(isampler1DArray sampler, int lod); |
| ivec2 textureSize(usampler1DArray sampler, int lod); |
| ivec3 textureSize( sampler2DArray sampler, int lod); |
| ivec3 textureSize(isampler2DArray sampler, int lod); |
| ivec3 textureSize(usampler2DArray sampler, int lod); |
| |
| ivec2 textureSize(sampler1DArrayShadow sampler, int lod); |
| ivec3 textureSize(sampler2DArrayShadow sampler, int lod); |
| |
| ivec2 textureSize(sampler2DRect sampler); |
| ivec2 textureSize(isampler2DRect sampler); |
| ivec2 textureSize(usampler2DRect sampler); |
| ivec2 textureSize(sampler2DRectShadow sampler); |
| |
| /* texture - no bias */ |
| vec4 texture( sampler1D sampler, float P); |
| ivec4 texture(isampler1D sampler, float P); |
| uvec4 texture(usampler1D sampler, float P); |
| |
| vec4 texture( sampler2D sampler, vec2 P); |
| ivec4 texture(isampler2D sampler, vec2 P); |
| uvec4 texture(usampler2D sampler, vec2 P); |
| |
| vec4 texture( sampler3D sampler, vec3 P); |
| ivec4 texture(isampler3D sampler, vec3 P); |
| uvec4 texture(usampler3D sampler, vec3 P); |
| |
| vec4 texture( samplerCube sampler, vec3 P); |
| ivec4 texture(isamplerCube sampler, vec3 P); |
| uvec4 texture(usamplerCube sampler, vec3 P); |
| |
| float texture(sampler1DShadow sampler, vec3 P); |
| float texture(sampler2DShadow sampler, vec3 P); |
| float texture(samplerCubeShadow sampler, vec4 P); |
| |
| vec4 texture( sampler1DArray sampler, vec2 P); |
| ivec4 texture(isampler1DArray sampler, vec2 P); |
| uvec4 texture(usampler1DArray sampler, vec2 P); |
| |
| vec4 texture( sampler2DArray sampler, vec3 P); |
| ivec4 texture(isampler2DArray sampler, vec3 P); |
| uvec4 texture(usampler2DArray sampler, vec3 P); |
| |
| float texture(sampler1DArrayShadow sampler, vec3 P); |
| float texture(sampler2DArrayShadow sampler, vec4 P); |
| |
| /* texture - bias variants */ |
| vec4 texture( sampler1D sampler, float P, float bias); |
| ivec4 texture(isampler1D sampler, float P, float bias); |
| uvec4 texture(usampler1D sampler, float P, float bias); |
| |
| vec4 texture( sampler2D sampler, vec2 P, float bias); |
| ivec4 texture(isampler2D sampler, vec2 P, float bias); |
| uvec4 texture(usampler2D sampler, vec2 P, float bias); |
| |
| vec4 texture( sampler3D sampler, vec3 P, float bias); |
| ivec4 texture(isampler3D sampler, vec3 P, float bias); |
| uvec4 texture(usampler3D sampler, vec3 P, float bias); |
| |
| vec4 texture( samplerCube sampler, vec3 P, float bias); |
| ivec4 texture(isamplerCube sampler, vec3 P, float bias); |
| uvec4 texture(usamplerCube sampler, vec3 P, float bias); |
| |
| float texture(sampler1DShadow sampler, vec3 P, float bias); |
| float texture(sampler2DShadow sampler, vec3 P, float bias); |
| float texture(samplerCubeShadow sampler, vec4 P, float bias); |
| |
| vec4 texture( sampler1DArray sampler, vec2 P, float bias); |
| ivec4 texture(isampler1DArray sampler, vec2 P, float bias); |
| uvec4 texture(usampler1DArray sampler, vec2 P, float bias); |
| |
| vec4 texture( sampler2DArray sampler, vec3 P, float bias); |
| ivec4 texture(isampler2DArray sampler, vec3 P, float bias); |
| uvec4 texture(usampler2DArray sampler, vec3 P, float bias); |
| |
| float texture(sampler1DArrayShadow sampler, vec3 P, float bias); |
| |
| /* textureProj - no bias */ |
| vec4 textureProj( sampler1D sampler, vec2 P); |
| ivec4 textureProj(isampler1D sampler, vec2 P); |
| uvec4 textureProj(usampler1D sampler, vec2 P); |
| vec4 textureProj( sampler1D sampler, vec4 P); |
| ivec4 textureProj(isampler1D sampler, vec4 P); |
| uvec4 textureProj(usampler1D sampler, vec4 P); |
| |
| vec4 textureProj( sampler2D sampler, vec3 P); |
| ivec4 textureProj(isampler2D sampler, vec3 P); |
| uvec4 textureProj(usampler2D sampler, vec3 P); |
| vec4 textureProj( sampler2D sampler, vec4 P); |
| ivec4 textureProj(isampler2D sampler, vec4 P); |
| uvec4 textureProj(usampler2D sampler, vec4 P); |
| |
| vec4 textureProj( sampler3D sampler, vec4 P); |
| ivec4 textureProj(isampler3D sampler, vec4 P); |
| uvec4 textureProj(usampler3D sampler, vec4 P); |
| |
| float textureProj(sampler1DShadow sampler, vec4 P); |
| float textureProj(sampler2DShadow sampler, vec4 P); |
| |
| /* textureProj - bias variants */ |
| vec4 textureProj( sampler1D sampler, vec2 P, float bias); |
| ivec4 textureProj(isampler1D sampler, vec2 P, float bias); |
| uvec4 textureProj(usampler1D sampler, vec2 P, float bias); |
| vec4 textureProj( sampler1D sampler, vec4 P, float bias); |
| ivec4 textureProj(isampler1D sampler, vec4 P, float bias); |
| uvec4 textureProj(usampler1D sampler, vec4 P, float bias); |
| |
| vec4 textureProj( sampler2D sampler, vec3 P, float bias); |
| ivec4 textureProj(isampler2D sampler, vec3 P, float bias); |
| uvec4 textureProj(usampler2D sampler, vec3 P, float bias); |
| vec4 textureProj( sampler2D sampler, vec4 P, float bias); |
| ivec4 textureProj(isampler2D sampler, vec4 P, float bias); |
| uvec4 textureProj(usampler2D sampler, vec4 P, float bias); |
| |
| vec4 textureProj( sampler3D sampler, vec4 P, float bias); |
| ivec4 textureProj(isampler3D sampler, vec4 P, float bias); |
| uvec4 textureProj(usampler3D sampler, vec4 P, float bias); |
| |
| float textureProj(sampler1DShadow sampler, vec4 P, float bias); |
| float textureProj(sampler2DShadow sampler, vec4 P, float bias); |
| |
| /* textureLod */ |
| vec4 textureLod( sampler1D sampler, float P, float lod); |
| ivec4 textureLod(isampler1D sampler, float P, float lod); |
| uvec4 textureLod(usampler1D sampler, float P, float lod); |
| |
| vec4 textureLod( sampler2D sampler, vec2 P, float lod); |
| ivec4 textureLod(isampler2D sampler, vec2 P, float lod); |
| uvec4 textureLod(usampler2D sampler, vec2 P, float lod); |
| |
| vec4 textureLod( sampler3D sampler, vec3 P, float lod); |
| ivec4 textureLod(isampler3D sampler, vec3 P, float lod); |
| uvec4 textureLod(usampler3D sampler, vec3 P, float lod); |
| |
| vec4 textureLod( samplerCube sampler, vec3 P, float lod); |
| ivec4 textureLod(isamplerCube sampler, vec3 P, float lod); |
| uvec4 textureLod(usamplerCube sampler, vec3 P, float lod); |
| |
| float textureLod(sampler1DShadow sampler, vec3 P, float lod); |
| float textureLod(sampler2DShadow sampler, vec3 P, float lod); |
| |
| vec4 textureLod( sampler1DArray sampler, vec2 P, float lod); |
| ivec4 textureLod(isampler1DArray sampler, vec2 P, float lod); |
| uvec4 textureLod(usampler1DArray sampler, vec2 P, float lod); |
| |
| vec4 textureLod( sampler2DArray sampler, vec3 P, float lod); |
| ivec4 textureLod(isampler2DArray sampler, vec3 P, float lod); |
| uvec4 textureLod(usampler2DArray sampler, vec3 P, float lod); |
| |
| float textureLod(sampler1DArrayShadow sampler, vec3 P, float lod); |
| |
| /* textureOffset - no bias */ |
| vec4 textureOffset( sampler1D sampler, float P, int offset); |
| ivec4 textureOffset(isampler1D sampler, float P, int offset); |
| uvec4 textureOffset(usampler1D sampler, float P, int offset); |
| |
| vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset); |
| ivec4 textureOffset(isampler2D sampler, vec2 P, ivec2 offset); |
| uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset); |
| |
| vec4 textureOffset( sampler3D sampler, vec3 P, ivec3 offset); |
| ivec4 textureOffset(isampler3D sampler, vec3 P, ivec3 offset); |
| uvec4 textureOffset(usampler3D sampler, vec3 P, ivec3 offset); |
| |
| float textureOffset(sampler1DShadow sampler, vec3 P, int offset); |
| float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset); |
| |
| vec4 textureOffset( sampler1DArray sampler, vec2 P, int offset); |
| ivec4 textureOffset(isampler1DArray sampler, vec2 P, int offset); |
| uvec4 textureOffset(usampler1DArray sampler, vec2 P, int offset); |
| |
| vec4 textureOffset( sampler2DArray sampler, vec3 P, ivec2 offset); |
| ivec4 textureOffset(isampler2DArray sampler, vec3 P, ivec2 offset); |
| uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset); |
| |
| float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset); |
| |
| /* textureOffset - bias variants */ |
| vec4 textureOffset( sampler1D sampler, float P, int offset, float bias); |
| ivec4 textureOffset(isampler1D sampler, float P, int offset, float bias); |
| uvec4 textureOffset(usampler1D sampler, float P, int offset, float bias); |
| |
| vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias); |
| ivec4 textureOffset(isampler2D sampler, vec2 P, ivec2 offset, float bias); |
| uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset, float bias); |
| |
| vec4 textureOffset( sampler3D sampler, vec3 P, ivec3 offset, float bias); |
| ivec4 textureOffset(isampler3D sampler, vec3 P, ivec3 offset, float bias); |
| uvec4 textureOffset(usampler3D sampler, vec3 P, ivec3 offset, float bias); |
| |
| float textureOffset(sampler1DShadow sampler, vec3 P, int offset, float bias); |
| float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float bias); |
| |
| vec4 textureOffset( sampler1DArray sampler, vec2 P, int offset, float bias); |
| ivec4 textureOffset(isampler1DArray sampler, vec2 P, int offset, float bias); |
| uvec4 textureOffset(usampler1DArray sampler, vec2 P, int offset, float bias); |
| |
| vec4 textureOffset( sampler2DArray sampler, vec3 P, ivec2 offset, float bias); |
| ivec4 textureOffset(isampler2DArray sampler, vec3 P, ivec2 offset, float bias); |
| uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset, float bias); |
| |
| float textureOffset(sampler1DArrayShadow samp, vec3 P, int offset, float bias); |
| |
| /* texelFetch */ |
| vec4 texelFetch( sampler1D sampler, int P, int lod); |
| ivec4 texelFetch(isampler1D sampler, int P, int lod); |
| uvec4 texelFetch(usampler1D sampler, int P, int lod); |
| |
| vec4 texelFetch( sampler2D sampler, ivec2 P, int lod); |
| ivec4 texelFetch(isampler2D sampler, ivec2 P, int lod); |
| uvec4 texelFetch(usampler2D sampler, ivec2 P, int lod); |
| |
| vec4 texelFetch( sampler3D sampler, ivec3 P, int lod); |
| ivec4 texelFetch(isampler3D sampler, ivec3 P, int lod); |
| uvec4 texelFetch(usampler3D sampler, ivec3 P, int lod); |
| |
| vec4 texelFetch( sampler1DArray sampler, ivec2 P, int lod); |
| ivec4 texelFetch(isampler1DArray sampler, ivec2 P, int lod); |
| uvec4 texelFetch(usampler1DArray sampler, ivec2 P, int lod); |
| |
| vec4 texelFetch( sampler2DArray sampler, ivec3 P, int lod); |
| ivec4 texelFetch(isampler2DArray sampler, ivec3 P, int lod); |
| uvec4 texelFetch(usampler2DArray sampler, ivec3 P, int lod); |
| |
| vec4 texelFetch( samplerBuffer sampler, int P); |
| ivec4 texelFetch(isamplerBuffer sampler, int P); |
| uvec4 texelFetch(usamplerBuffer sampler, int P); |
| |
| /* texelFetchOffset */ |
| vec4 texelFetchOffset( sampler1D sampler, int P, int lod, int offset); |
| ivec4 texelFetchOffset(isampler1D sampler, int P, int lod, int offset); |
| uvec4 texelFetchOffset(usampler1D sampler, int P, int lod, int offset); |
| |
| vec4 texelFetchOffset( sampler2D sampler, ivec2 P, int lod, ivec2 offset); |
| ivec4 texelFetchOffset(isampler2D sampler, ivec2 P, int lod, ivec2 offset); |
| uvec4 texelFetchOffset(usampler2D sampler, ivec2 P, int lod, ivec2 offset); |
| |
| vec4 texelFetchOffset( sampler3D sampler, ivec3 P, int lod, ivec3 offset); |
| ivec4 texelFetchOffset(isampler3D sampler, ivec3 P, int lod, ivec3 offset); |
| uvec4 texelFetchOffset(usampler3D sampler, ivec3 P, int lod, ivec3 offset); |
| |
| vec4 texelFetchOffset( sampler1DArray sampler, ivec2 P, int lod, int offset); |
| ivec4 texelFetchOffset(isampler1DArray sampler, ivec2 P, int lod, int offset); |
| uvec4 texelFetchOffset(usampler1DArray sampler, ivec2 P, int lod, int offset); |
| |
| vec4 texelFetchOffset( sampler2DArray sampler, ivec3 P, int lod, ivec2 offset); |
| ivec4 texelFetchOffset(isampler2DArray sampler, ivec3 P, int lod, ivec2 offset); |
| uvec4 texelFetchOffset(usampler2DArray sampler, ivec3 P, int lod, ivec2 offset); |
| |
| /* textureProjOffset - no bias */ |
| vec4 textureProjOffset( sampler1D sampler, vec2 P, int offset); |
| ivec4 textureProjOffset(isampler1D sampler, vec2 P, int offset); |
| uvec4 textureProjOffset(usampler1D sampler, vec2 P, int offset); |
| vec4 textureProjOffset( sampler1D sampler, vec4 P, int offset); |
| ivec4 textureProjOffset(isampler1D sampler, vec4 P, int offset); |
| uvec4 textureProjOffset(usampler1D sampler, vec4 P, int offset); |
| |
| vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset); |
| ivec4 textureProjOffset(isampler2D sampler, vec3 P, ivec2 offset); |
| uvec4 textureProjOffset(usampler2D sampler, vec3 P, ivec2 offset); |
| vec4 textureProjOffset( sampler2D sampler, vec4 P, ivec2 offset); |
| ivec4 textureProjOffset(isampler2D sampler, vec4 P, ivec2 offset); |
| uvec4 textureProjOffset(usampler2D sampler, vec4 P, ivec2 offset); |
| |
| vec4 textureProjOffset( sampler3D sampler, vec4 P, ivec3 offset); |
| ivec4 textureProjOffset(isampler3D sampler, vec4 P, ivec3 offset); |
| uvec4 textureProjOffset(usampler3D sampler, vec4 P, ivec3 offset); |
| |
| float textureProjOffset(sampler1DShadow sampler, vec4 P, int offset); |
| float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset); |
| |
| /* textureProjOffsetOffset - bias variants */ |
| vec4 textureProjOffset( sampler1D sampler, vec2 P, int offset, float bias); |
| ivec4 textureProjOffset(isampler1D sampler, vec2 P, int offset, float bias); |
| uvec4 textureProjOffset(usampler1D sampler, vec2 P, int offset, float bias); |
| vec4 textureProjOffset( sampler1D sampler, vec4 P, int offset, float bias); |
| ivec4 textureProjOffset(isampler1D sampler, vec4 P, int offset, float bias); |
| uvec4 textureProjOffset(usampler1D sampler, vec4 P, int offset, float bias); |
| |
| vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset, float bias); |
| ivec4 textureProjOffset(isampler2D sampler, vec3 P, ivec2 offset, float bias); |
| uvec4 textureProjOffset(usampler2D sampler, vec3 P, ivec2 offset, float bias); |
| vec4 textureProjOffset( sampler2D sampler, vec4 P, ivec2 offset, float bias); |
| ivec4 textureProjOffset(isampler2D sampler, vec4 P, ivec2 offset, float bias); |
| uvec4 textureProjOffset(usampler2D sampler, vec4 P, ivec2 offset, float bias); |
| |
| vec4 textureProjOffset( sampler3D sampler, vec4 P, ivec3 offset, float bias); |
| ivec4 textureProjOffset(isampler3D sampler, vec4 P, ivec3 offset, float bias); |
| uvec4 textureProjOffset(usampler3D sampler, vec4 P, ivec3 offset, float bias); |
| |
| float textureProjOffset(sampler1DShadow s, vec4 P, int offset, float bias); |
| float textureProjOffset(sampler2DShadow s, vec4 P, ivec2 offset, float bias); |
| |
| /* textureLodOffset */ |
| vec4 textureLodOffset( sampler1D sampler, float P, float lod, int offset); |
| ivec4 textureLodOffset(isampler1D sampler, float P, float lod, int offset); |
| uvec4 textureLodOffset(usampler1D sampler, float P, float lod, int offset); |
| |
| vec4 textureLodOffset( sampler2D sampler, vec2 P, float lod, ivec2 offset); |
| ivec4 textureLodOffset(isampler2D sampler, vec2 P, float lod, ivec2 offset); |
| uvec4 textureLodOffset(usampler2D sampler, vec2 P, float lod, ivec2 offset); |
| |
| vec4 textureLodOffset( sampler3D sampler, vec3 P, float lod, ivec3 offset); |
| ivec4 textureLodOffset(isampler3D sampler, vec3 P, float lod, ivec3 offset); |
| uvec4 textureLodOffset(usampler3D sampler, vec3 P, float lod, ivec3 offset); |
| |
| float textureLodOffset(sampler1DShadow samp, vec3 P, float lod, int offset); |
| float textureLodOffset(sampler2DShadow samp, vec3 P, float lod, ivec2 offset); |
| |
| vec4 textureLodOffset( sampler1DArray sampler, vec2 P, float lod, int offset); |
| ivec4 textureLodOffset(isampler1DArray sampler, vec2 P, float lod, int offset); |
| uvec4 textureLodOffset(usampler1DArray sampler, vec2 P, float lod, int offset); |
| |
| vec4 textureLodOffset( sampler2DArray samp, vec3 P, float lod, ivec2 offset); |
| ivec4 textureLodOffset(isampler2DArray samp, vec3 P, float lod, ivec2 offset); |
| uvec4 textureLodOffset(usampler2DArray samp, vec3 P, float lod, ivec2 offset); |
| |
| float textureLodOffset(sampler1DArrayShadow s, vec3 P, float lod, int offset); |
| |
| /* textureProjLod */ |
| vec4 textureProjLod( sampler1D sampler, vec2 P, float lod); |
| ivec4 textureProjLod(isampler1D sampler, vec2 P, float lod); |
| uvec4 textureProjLod(usampler1D sampler, vec2 P, float lod); |
| vec4 textureProjLod( sampler1D sampler, vec4 P, float lod); |
| ivec4 textureProjLod(isampler1D sampler, vec4 P, float lod); |
| uvec4 textureProjLod(usampler1D sampler, vec4 P, float lod); |
| |
| vec4 textureProjLod( sampler2D sampler, vec3 P, float lod); |
| ivec4 textureProjLod(isampler2D sampler, vec3 P, float lod); |
| uvec4 textureProjLod(usampler2D sampler, vec3 P, float lod); |
| vec4 textureProjLod( sampler2D sampler, vec4 P, float lod); |
| ivec4 textureProjLod(isampler2D sampler, vec4 P, float lod); |
| uvec4 textureProjLod(usampler2D sampler, vec4 P, float lod); |
| |
| vec4 textureProjLod( sampler3D sampler, vec4 P, float lod); |
| ivec4 textureProjLod(isampler3D sampler, vec4 P, float lod); |
| uvec4 textureProjLod(usampler3D sampler, vec4 P, float lod); |
| |
| float textureProjLod(sampler1DShadow sampler, vec4 P, float lod); |
| float textureProjLod(sampler2DShadow sampler, vec4 P, float lod); |
| |
| /* textureProjLodOffset */ |
| vec4 textureProjLodOffset( sampler1D sampler, vec2 P, float lod, int offset); |
| ivec4 textureProjLodOffset(isampler1D sampler, vec2 P, float lod, int offset); |
| uvec4 textureProjLodOffset(usampler1D sampler, vec2 P, float lod, int offset); |
| vec4 textureProjLodOffset( sampler1D sampler, vec4 P, float lod, int offset); |
| ivec4 textureProjLodOffset(isampler1D sampler, vec4 P, float lod, int offset); |
| uvec4 textureProjLodOffset(usampler1D sampler, vec4 P, float lod, int offset); |
| |
| vec4 textureProjLodOffset( sampler2D sampler, vec3 P, float lod, ivec2 offset); |
| ivec4 textureProjLodOffset(isampler2D sampler, vec3 P, float lod, ivec2 offset); |
| uvec4 textureProjLodOffset(usampler2D sampler, vec3 P, float lod, ivec2 offset); |
| vec4 textureProjLodOffset( sampler2D sampler, vec4 P, float lod, ivec2 offset); |
| ivec4 textureProjLodOffset(isampler2D sampler, vec4 P, float lod, ivec2 offset); |
| uvec4 textureProjLodOffset(usampler2D sampler, vec4 P, float lod, ivec2 offset); |
| |
| vec4 textureProjLodOffset( sampler3D sampler, vec4 P, float lod, ivec3 offset); |
| ivec4 textureProjLodOffset(isampler3D sampler, vec4 P, float lod, ivec3 offset); |
| uvec4 textureProjLodOffset(usampler3D sampler, vec4 P, float lod, ivec3 offset); |
| |
| float textureProjLodOffset(sampler1DShadow s, vec4 P, float lod, int offset); |
| float textureProjLodOffset(sampler2DShadow s, vec4 P, float lod, ivec2 offset); |
| |
| /* textureGrad */ |
| vec4 textureGrad( sampler1D sampler, float P, float dPdx, float dPdy); |
| ivec4 textureGrad(isampler1D sampler, float P, float dPdx, float dPdy); |
| uvec4 textureGrad(usampler1D sampler, float P, float dPdx, float dPdy); |
| |
| vec4 textureGrad( sampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy); |
| ivec4 textureGrad(isampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy); |
| uvec4 textureGrad(usampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy); |
| |
| vec4 textureGrad( sampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy); |
| ivec4 textureGrad(isampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy); |
| uvec4 textureGrad(usampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy); |
| |
| vec4 textureGrad( samplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy); |
| ivec4 textureGrad(isamplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy); |
| uvec4 textureGrad(usamplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy); |
| |
| float textureGrad(sampler1DShadow sampler, vec3 P, float dPdx, float dPdy); |
| float textureGrad(sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy); |
| float textureGrad(samplerCubeShadow sampler, vec4 P, vec3 dPdx, vec3 dPdy); |
| |
| vec4 textureGrad( sampler1DArray sampler, vec2 P, float dPdx, float dPdy); |
| ivec4 textureGrad(isampler1DArray sampler, vec2 P, float dPdx, float dPdy); |
| uvec4 textureGrad(usampler1DArray sampler, vec2 P, float dPdx, float dPdy); |
| |
| vec4 textureGrad( sampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy); |
| ivec4 textureGrad(isampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy); |
| uvec4 textureGrad(usampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy); |
| |
| float textureGrad(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy); |
| float textureGrad(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy); |
| |
| /* textureGradOffset */ |
| vec4 textureGradOffset( sampler1D s, float P, float dx, float dy, int off); |
| ivec4 textureGradOffset(isampler1D s, float P, float dx, float dy, int offset); |
| uvec4 textureGradOffset(usampler1D s, float P, float dx, float dy, int offset); |
| |
| vec4 textureGradOffset( sampler2D s, vec2 P, vec2 dx, vec2 dy, ivec2 offset); |
| ivec4 textureGradOffset(isampler2D s, vec2 P, vec2 dx, vec2 dy, ivec2 offset); |
| uvec4 textureGradOffset(usampler2D s, vec2 P, vec2 dx, vec2 dy, ivec2 offset); |
| |
| vec4 textureGradOffset( sampler3D s, vec3 P, vec3 dx, vec3 dy, ivec3 offset); |
| ivec4 textureGradOffset(isampler3D s, vec3 P, vec3 dx, vec3 dy, ivec3 offset); |
| uvec4 textureGradOffset(usampler3D s, vec3 P, vec3 dx, vec3 dy, ivec3 offset); |
| |
| float textureGradOffset(sampler1DShadow s, vec3 P, float dx, float dy, int off); |
| float textureGradOffset(sampler2DShadow s, vec3 P, vec2 dx, vec2 dy, ivec2 off); |
| |
| vec4 textureGradOffset( sampler1DArray s, vec2 P, float dx, float dy, int off); |
| ivec4 textureGradOffset(isampler1DArray s, vec2 P, float dx, float dy, int off); |
| uvec4 textureGradOffset(usampler1DArray s, vec2 P, float dx, float dy, int off); |
| |
| vec4 textureGradOffset( sampler2DArray s, vec3 P, vec2 dx, vec2 dy, ivec2 off); |
| ivec4 textureGradOffset(isampler2DArray s, vec3 P, vec2 dx, vec2 dy, ivec2 off); |
| uvec4 textureGradOffset(usampler2DArray s, vec3 P, vec2 dx, vec2 dy, ivec2 off); |
| |
| float textureGradOffset(sampler1DArrayShadow s, vec3 P, float dx, float dy, int o); |
| float textureGradOffset(sampler2DArrayShadow s, vec4 P, vec2 dx, vec2 dy, ivec2 o); |
| |
| /* textureProjGrad */ |
| vec4 textureProjGrad( sampler1D sampler, vec2 P, float dPdx, float dPdy); |
| ivec4 textureProjGrad(isampler1D sampler, vec2 P, float dPdx, float dPdy); |
| uvec4 textureProjGrad(usampler1D sampler, vec2 P, float dPdx, float dPdy); |
| vec4 textureProjGrad( sampler1D sampler, vec4 P, float dPdx, float dPdy); |
| ivec4 textureProjGrad(isampler1D sampler, vec4 P, float dPdx, float dPdy); |
| uvec4 textureProjGrad(usampler1D sampler, vec4 P, float dPdx, float dPdy); |
| |
| vec4 textureProjGrad( sampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy); |
| ivec4 textureProjGrad(isampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy); |
| uvec4 textureProjGrad(usampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy); |
| vec4 textureProjGrad( sampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy); |
| ivec4 textureProjGrad(isampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy); |
| uvec4 textureProjGrad(usampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy); |
| |
| vec4 textureProjGrad( sampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy); |
| ivec4 textureProjGrad(isampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy); |
| uvec4 textureProjGrad(usampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy); |
| |
| float textureProjGrad(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy); |
| float textureProjGrad(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy); |
| |
| /* textureProjGradOffset */ |
| vec4 textureProjGradOffset( sampler1D s, vec2 P, float dx, float dy, int off); |
| ivec4 textureProjGradOffset(isampler1D s, vec2 P, float dx, float dy, int off); |
| uvec4 textureProjGradOffset(usampler1D s, vec2 P, float dx, float dy, int off); |
| vec4 textureProjGradOffset( sampler1D s, vec4 P, float dx, float dy, int off); |
| ivec4 textureProjGradOffset(isampler1D s, vec4 P, float dx, float dy, int off); |
| uvec4 textureProjGradOffset(usampler1D s, vec4 P, float dx, float dy, int off); |
| |
| vec4 textureProjGradOffset( sampler2D s, vec3 P, vec2 dx, vec2 dy, ivec2 off); |
| ivec4 textureProjGradOffset(isampler2D s, vec3 P, vec2 dx, vec2 dy, ivec2 off); |
| uvec4 textureProjGradOffset(usampler2D s, vec3 P, vec2 dx, vec2 dy, ivec2 off); |
| vec4 textureProjGradOffset( sampler2D s, vec4 P, vec2 dx, vec2 dy, ivec2 off); |
| ivec4 textureProjGradOffset(isampler2D s, vec4 P, vec2 dx, vec2 dy, ivec2 off); |
| uvec4 textureProjGradOffset(usampler2D s, vec4 P, vec2 dx, vec2 dy, ivec2 off); |
| |
| vec4 textureProjGradOffset( sampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off); |
| ivec4 textureProjGradOffset(isampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off); |
| uvec4 textureProjGradOffset(usampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off); |
| |
| float textureProjGradOffset(sampler1DShadow s, vec4 P, float dx, float dy, int o); |
| float textureProjGradOffset(sampler2DShadow s, vec4 P, vec2 dx, vec2 dy, vec2 o); |
| |
| /* |
| * The following texture functions are deprecated: |
| */ |
| vec4 texture1D (sampler1D sampler, float coord); |
| vec4 texture1DProj (sampler1D sampler, vec2 coord); |
| vec4 texture1DProj (sampler1D sampler, vec4 coord); |
| vec4 texture1D (sampler1D sampler, float coord, float bias); |
| vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias); |
| vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias); |
| vec4 texture1DLod (sampler1D sampler, float coord, float lod); |
| vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); |
| vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); |
| |
| vec4 texture2D (sampler2D sampler, vec2 coord); |
| vec4 texture2DProj (sampler2D sampler, vec3 coord); |
| vec4 texture2DProj (sampler2D sampler, vec4 coord); |
| vec4 texture2D (sampler2D sampler, vec2 coord, float bias); |
| vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias); |
| vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias); |
| vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); |
| vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); |
| vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); |
| |
| vec4 texture3D (sampler3D sampler, vec3 coord); |
| vec4 texture3DProj (sampler3D sampler, vec4 coord); |
| vec4 texture3D (sampler3D sampler, vec3 coord, float bias); |
| vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias); |
| vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod); |
| vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod); |
| |
| vec4 textureCube (samplerCube sampler, vec3 coord); |
| vec4 textureCube (samplerCube sampler, vec3 coord, float bias); |
| vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod); |
| |
| vec4 shadow1D (sampler1DShadow sampler, vec3 coord); |
| vec4 shadow2D (sampler2DShadow sampler, vec3 coord); |
| vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord); |
| vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord); |
| vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias); |
| vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias); |
| vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord, float bias); |
| vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias); |
| vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod); |
| vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod); |
| vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod); |
| vec4 shadow2DProjLod(sampler2DShadow sampler, vec4 coord, float lod); |
| |
| /* |
| * 8.8 - Fragment Processing Functions |
| */ |
| float dFdx(float p); |
| vec2 dFdx(vec2 p); |
| vec3 dFdx(vec3 p); |
| vec4 dFdx(vec4 p); |
| |
| float dFdy(float p); |
| vec2 dFdy(vec2 p); |
| vec3 dFdy(vec3 p); |
| vec4 dFdy(vec4 p); |
| |
| float fwidth(float p); |
| vec2 fwidth(vec2 p); |
| vec3 fwidth(vec3 p); |
| vec4 fwidth(vec4 p); |
| |
| /* |
| * 8.9 - Noise Functions |
| */ |
| float noise1(float x); |
| float noise1(vec2 x); |
| float noise1(vec3 x); |
| float noise1(vec4 x); |
| |
| vec2 noise2(float x); |
| vec2 noise2(vec2 x); |
| vec2 noise2(vec3 x); |
| vec2 noise2(vec4 x); |
| |
| vec3 noise3(float x); |
| vec3 noise3(vec2 x); |
| vec3 noise3(vec3 x); |
| vec3 noise3(vec4 x); |
| |
| vec4 noise4(float x); |
| vec4 noise4(vec2 x); |
| vec4 noise4(vec3 x); |
| vec4 noise4(vec4 x); |