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authorThomas Balling Sørensen <tball@tball-laptop.(none)>2010-10-26 12:49:41 +0200
committerThomas Balling Sørensen <tball@tball-laptop.(none)>2010-10-26 12:49:41 +0200
commitdbf3a15313eed930a3d8fdde12e457259c43651b (patch)
tree78bc54fa866ff1e97e61802f52dabe3f4f3380b1 /src/glsl/builtins/profiles
parent1dccc4cfaa423f15ab582d2a0253a84a0ae0b9fa (diff)
parent547e7619aac74ae13bdaa7fdf403a4ceb5212467 (diff)
Merge branch 'master' into pipe-video
Conflicts: src/gallium/include/pipe/p_format.h
Diffstat (limited to 'src/glsl/builtins/profiles')
-rw-r--r--src/glsl/builtins/profiles/130.frag20
-rw-r--r--src/glsl/builtins/profiles/130.vert20
2 files changed, 40 insertions, 0 deletions
diff --git a/src/glsl/builtins/profiles/130.frag b/src/glsl/builtins/profiles/130.frag
index aa7a6adb1d7..0d860eb9ed4 100644
--- a/src/glsl/builtins/profiles/130.frag
+++ b/src/glsl/builtins/profiles/130.frag
@@ -143,6 +143,21 @@ 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);
@@ -162,6 +177,11 @@ 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);
diff --git a/src/glsl/builtins/profiles/130.vert b/src/glsl/builtins/profiles/130.vert
index d0152b03748..2fd44dce8c7 100644
--- a/src/glsl/builtins/profiles/130.vert
+++ b/src/glsl/builtins/profiles/130.vert
@@ -143,6 +143,21 @@ 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);
@@ -162,6 +177,11 @@ 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);