diff options
author | Kenneth Graunke <[email protected]> | 2013-08-23 16:03:03 -0700 |
---|---|---|
committer | Kenneth Graunke <[email protected]> | 2013-08-25 20:32:39 -0700 |
commit | 7fa18774bd9d0e97a82ee9b7dfce8fc5a1041c3a (patch) | |
tree | 4781e2bcd0395f1716fbaf3bec0d9dba05e145b8 /src | |
parent | 8f00409d230a84a3f84220738486ab739bcfab93 (diff) |
glsl: Add built-in function prototypes for GLSL 3.30
330.frag is a direct copy of 150.frag.
330.glsl is 150.glsl combined with ARB_shader_bit_encoding.glsl.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/glsl/builtins/profiles/330.frag | 140 | ||||
-rw-r--r-- | src/glsl/builtins/profiles/330.glsl | 1029 |
2 files changed, 1169 insertions, 0 deletions
diff --git a/src/glsl/builtins/profiles/330.frag b/src/glsl/builtins/profiles/330.frag new file mode 100644 index 00000000000..224854ba925 --- /dev/null +++ b/src/glsl/builtins/profiles/330.frag @@ -0,0 +1,140 @@ +#version 330 +/* 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 - 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); + +/* 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); + +/* 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); + +/* + * The following texture functions are deprecated: + */ +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 texture2D (sampler2D sampler, vec2 coord, float bias); +vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias); +vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias); + +vec4 texture3D (sampler3D sampler, vec3 coord, float bias); +vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias); + +vec4 textureCube (samplerCube sampler, vec3 coord, float bias); + +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); + +/* + * 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); diff --git a/src/glsl/builtins/profiles/330.glsl b/src/glsl/builtins/profiles/330.glsl new file mode 100644 index 00000000000..8f6389701f9 --- /dev/null +++ b/src/glsl/builtins/profiles/330.glsl @@ -0,0 +1,1029 @@ +#version 330 +/* + * 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); + +int floatBitsToInt(float value); +ivec2 floatBitsToInt(vec2 value); +ivec3 floatBitsToInt(vec3 value); +ivec4 floatBitsToInt(vec4 value); + +uint floatBitsToUint(float value); +uvec2 floatBitsToUint(vec2 value); +uvec3 floatBitsToUint(vec3 value); +uvec4 floatBitsToUint(vec4 value); + +float intBitsToFloat(int value); +vec2 intBitsToFloat(ivec2 value); +vec3 intBitsToFloat(ivec3 value); +vec4 intBitsToFloat(ivec4 value); + +float uintBitsToFloat(uint value); +vec2 uintBitsToFloat(uvec2 value); +vec3 uintBitsToFloat(uvec3 value); +vec4 uintBitsToFloat(uvec4 value); + +/* + * 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); + +float determinant(mat2 m); +float determinant(mat3 m); +float determinant(mat4 m); + +mat2 inverse(mat2 m); +mat3 inverse(mat3 m); +mat4 inverse(mat4 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); + +int textureSize( samplerBuffer sampler); +int textureSize(isamplerBuffer sampler); +int textureSize(usamplerBuffer sampler); + +ivec2 textureSize( sampler2DMS sampler); +ivec2 textureSize(isampler2DMS sampler); +ivec2 textureSize(usampler2DMS sampler); + +ivec3 textureSize( sampler2DMSArray sampler); +ivec3 textureSize(isampler2DMSArray sampler); +ivec3 textureSize(usampler2DMSArray 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); + + vec4 texture( sampler2DRect sampler, vec2 P); +ivec4 texture(isampler2DRect sampler, vec2 P); +uvec4 texture(usampler2DRect sampler, vec2 P); + +float texture(sampler2DRectShadow sampler, vec3 P); + +/* 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); + + vec4 textureProj( sampler2DRect sampler, vec3 P); +ivec4 textureProj(isampler2DRect sampler, vec3 P); +uvec4 textureProj(usampler2DRect sampler, vec3 P); + vec4 textureProj( sampler2DRect sampler, vec4 P); +ivec4 textureProj(isampler2DRect sampler, vec4 P); +uvec4 textureProj(usampler2DRect sampler, vec4 P); + +float textureProj(sampler2DRectShadow sampler, vec4 P); + +/* 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); + + vec4 textureOffset( sampler2DRect sampler, vec2 P, ivec2 offset); +ivec4 textureOffset(isampler2DRect sampler, vec2 P, ivec2 offset); +uvec4 textureOffset(usampler2DRect sampler, vec2 P, ivec2 offset); + +float textureOffset(sampler2DRectShadow sampler, vec3 P, ivec2 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); + +/* 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( sampler2DRect sampler, ivec2 P); +ivec4 texelFetch(isampler2DRect sampler, ivec2 P); +uvec4 texelFetch(usampler2DRect sampler, ivec2 P); + + 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); + + vec4 texelFetch( sampler2DMS sampler, ivec2 P, int sample); +ivec4 texelFetch(isampler2DMS sampler, ivec2 P, int sample); +uvec4 texelFetch(usampler2DMS sampler, ivec2 P, int sample); + + vec4 texelFetch( sampler2DMSArray sampler, ivec3 P, int sample); +ivec4 texelFetch(isampler2DMSArray sampler, ivec3 P, int sample); +uvec4 texelFetch(usampler2DMSArray sampler, ivec3 P, int sample); + +/* 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( sampler2DRect sampler, ivec2 P, ivec2 offset); +ivec4 texelFetchOffset(isampler2DRect sampler, ivec2 P, ivec2 offset); +uvec4 texelFetchOffset(usampler2DRect sampler, ivec2 P, ivec2 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); + + vec4 textureProjOffset( sampler2DRect sampler, vec3 P, ivec2 offset); +ivec4 textureProjOffset(isampler2DRect sampler, vec3 P, ivec2 offset); +uvec4 textureProjOffset(usampler2DRect sampler, vec3 P, ivec2 offset); + vec4 textureProjOffset( sampler2DRect sampler, vec4 P, ivec2 offset); +ivec4 textureProjOffset(isampler2DRect sampler, vec4 P, ivec2 offset); +uvec4 textureProjOffset(usampler2DRect sampler, vec4 P, ivec2 offset); + +float textureProjOffset(sampler2DRectShadow sampler, vec4 P, ivec2 offset); + +float textureProjOffset(sampler1DShadow sampler, vec4 P, int offset); +float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset); + +/* 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); + + vec4 textureGrad( sampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy); +ivec4 textureGrad(isampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy); +uvec4 textureGrad(usampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy); + +float textureGrad(sampler2DRectShadow sampler, vec3 P, vec2 dPdx, vec2 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); + + vec4 textureGradOffset( sampler2DRect s, vec2 P, vec2 dx, vec2 dy, ivec2 offset); +ivec4 textureGradOffset(isampler2DRect s, vec2 P, vec2 dx, vec2 dy, ivec2 offset); +uvec4 textureGradOffset(usampler2DRect s, vec2 P, vec2 dx, vec2 dy, ivec2 offset); + +float textureGradOffset(sampler2DRectShadow s, vec3 P, vec2 dx, vec2 dy, ivec2 off); + +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); + + vec4 textureProjGrad( sampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy); +ivec4 textureProjGrad(isampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy); +uvec4 textureProjGrad(usampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy); + vec4 textureProjGrad( sampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy); +ivec4 textureProjGrad(isampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy); +uvec4 textureProjGrad(usampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy); + +float textureProjGrad(sampler2DRectShadow sampler, vec4 P, vec2 dPdx, vec2 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( sampler2DRect s, vec3 P, vec2 dx, vec2 dy, ivec2 off); +ivec4 textureProjGradOffset(isampler2DRect s, vec3 P, vec2 dx, vec2 dy, ivec2 off); +uvec4 textureProjGradOffset(usampler2DRect s, vec3 P, vec2 dx, vec2 dy, ivec2 off); + vec4 textureProjGradOffset( sampler2DRect s, vec4 P, vec2 dx, vec2 dy, ivec2 off); +ivec4 textureProjGradOffset(isampler2DRect s, vec4 P, vec2 dx, vec2 dy, ivec2 off); +uvec4 textureProjGradOffset(usampler2DRect s, vec4 P, vec2 dx, vec2 dy, ivec2 off); + +float textureProjGradOffset(sampler2DRectShadow s, vec4 P, vec2 dx, vec2 dy, ivec2 o); + + 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, ivec2 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 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 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 texture3DLod (sampler3D sampler, vec3 coord, float lod); +vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod); + +vec4 textureCube (samplerCube sampler, vec3 coord); +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 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); + +/* + * 8.9 - 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); |