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-rw-r--r--src/glsl/builtins/profiles/300es.frag84
1 files changed, 84 insertions, 0 deletions
diff --git a/src/glsl/builtins/profiles/300es.frag b/src/glsl/builtins/profiles/300es.frag
new file mode 100644
index 00000000000..38589f79bae
--- /dev/null
+++ b/src/glsl/builtins/profiles/300es.frag
@@ -0,0 +1,84 @@
+#version 300 es
+
+/* texture - bias variants */
+ 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(sampler2DShadow sampler, vec3 P, float bias);
+float texture(samplerCubeShadow sampler, vec4 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(sampler2DArrayShadow sampler, vec4 P, float bias);
+
+/* textureProj - bias variants */
+ 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(sampler2DShadow sampler, vec4 P, float bias);
+
+/* textureOffset - bias variants */
+ 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(sampler2DShadow sampler, vec3 P, ivec2 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);
+
+/* textureProjOffsetOffset - bias variants */
+ 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(sampler2DShadow s, vec4 P, ivec2 offset, float bias);
+
+/*
+ * 8.9 - 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);