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-rw-r--r--src/glsl/builtins/profiles/ARB_shader_texture_lod.frag64
-rw-r--r--src/glsl/builtins/profiles/ARB_shader_texture_lod.vert46
2 files changed, 110 insertions, 0 deletions
diff --git a/src/glsl/builtins/profiles/ARB_shader_texture_lod.frag b/src/glsl/builtins/profiles/ARB_shader_texture_lod.frag
new file mode 100644
index 00000000000..c15e2a10a5b
--- /dev/null
+++ b/src/glsl/builtins/profiles/ARB_shader_texture_lod.frag
@@ -0,0 +1,64 @@
+/*
+ * The existing isotropic vertex texture functions are added to the
+ * built-in functions for fragment shaders.
+ */
+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 texture2DLod (sampler2D sampler, vec2 coord, float lod);
+vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
+vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
+vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod);
+vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);
+vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod);
+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);
+
+/* New anisotropic texture functions, providing explicit derivatives: */
+vec4 texture1DGradARB (sampler1D sampler,
+ float P, float dPdx, float dPdy);
+vec4 texture1DProjGradARB (sampler1D sampler,
+ vec2 P, float dPdx, float dPdy);
+vec4 texture1DProjGradARB (sampler1D sampler,
+ vec4 P, float dPdx, float dPdy);
+
+vec4 texture2DGradARB (sampler2D sampler,
+ vec2 P, vec2 dPdx, vec2 dPdy);
+vec4 texture2DProjGradARB (sampler2D sampler,
+ vec3 P, vec2 dPdx, vec2 dPdy);
+vec4 texture2DProjGradARB (sampler2D sampler,
+ vec4 P, vec2 dPdx, vec2 dPdy);
+
+vec4 texture3DGradARB (sampler3D sampler,
+ vec3 P, vec3 dPdx, vec3 dPdy);
+vec4 texture3DProjGradARB (sampler3D sampler,
+ vec4 P, vec3 dPdx, vec3 dPdy);
+
+vec4 textureCubeGradARB (samplerCube sampler,
+ vec3 P, vec3 dPdx, vec3 dPdy);
+
+vec4 shadow1DGradARB (sampler1DShadow sampler,
+ vec3 P, float dPdx, float dPdy);
+vec4 shadow1DProjGradARB (sampler1DShadow sampler,
+ vec4 P, float dPdx, float dPdy);
+
+vec4 shadow2DGradARB (sampler2DShadow sampler,
+ vec3 P, vec2 dPdx, vec2 dPdy);
+vec4 shadow2DProjGradARB (sampler2DShadow sampler,
+ vec4 P, vec2 dPdx, vec2 dPdy);
+
+#ifdef GL_ARB_texture_rectangle
+vec4 texture2DRectGradARB (sampler2DRect sampler,
+ vec2 P, vec2 dPdx, vec2 dPdy);
+vec4 texture2DRectProjGradARB(sampler2DRect sampler,
+ vec3 P, vec2 dPdx, vec2 dPdy);
+vec4 texture2DRectProjGradARB(sampler2DRect sampler,
+ vec4 P, vec2 dPdx, vec2 dPdy);
+
+vec4 shadow2DRectGradARB (sampler2DRectShadow sampler,
+ vec3 P, vec2 dPdx, vec2 dPdy);
+vec4 shadow2DRectProjGradARB (sampler2DRectShadow sampler,
+ vec4 P, vec2 dPdx, vec2 dPdy);
+#endif
diff --git a/src/glsl/builtins/profiles/ARB_shader_texture_lod.vert b/src/glsl/builtins/profiles/ARB_shader_texture_lod.vert
new file mode 100644
index 00000000000..edfed26fc98
--- /dev/null
+++ b/src/glsl/builtins/profiles/ARB_shader_texture_lod.vert
@@ -0,0 +1,46 @@
+/* New anisotropic texture functions, providing explicit derivatives: */
+vec4 texture1DGradARB (sampler1D sampler,
+ float P, float dPdx, float dPdy);
+vec4 texture1DProjGradARB (sampler1D sampler,
+ vec2 P, float dPdx, float dPdy);
+vec4 texture1DProjGradARB (sampler1D sampler,
+ vec4 P, float dPdx, float dPdy);
+
+vec4 texture2DGradARB (sampler2D sampler,
+ vec2 P, vec2 dPdx, vec2 dPdy);
+vec4 texture2DProjGradARB (sampler2D sampler,
+ vec3 P, vec2 dPdx, vec2 dPdy);
+vec4 texture2DProjGradARB (sampler2D sampler,
+ vec4 P, vec2 dPdx, vec2 dPdy);
+
+vec4 texture3DGradARB (sampler3D sampler,
+ vec3 P, vec3 dPdx, vec3 dPdy);
+vec4 texture3DProjGradARB (sampler3D sampler,
+ vec4 P, vec3 dPdx, vec3 dPdy);
+
+vec4 textureCubeGradARB (samplerCube sampler,
+ vec3 P, vec3 dPdx, vec3 dPdy);
+
+vec4 shadow1DGradARB (sampler1DShadow sampler,
+ vec3 P, float dPdx, float dPdy);
+vec4 shadow1DProjGradARB (sampler1DShadow sampler,
+ vec4 P, float dPdx, float dPdy);
+
+vec4 shadow2DGradARB (sampler2DShadow sampler,
+ vec3 P, vec2 dPdx, vec2 dPdy);
+vec4 shadow2DProjGradARB (sampler2DShadow sampler,
+ vec4 P, vec2 dPdx, vec2 dPdy);
+
+#ifdef GL_ARB_texture_rectangle
+vec4 texture2DRectGradARB (sampler2DRect sampler,
+ vec2 P, vec2 dPdx, vec2 dPdy);
+vec4 texture2DRectProjGradARB(sampler2DRect sampler,
+ vec3 P, vec2 dPdx, vec2 dPdy);
+vec4 texture2DRectProjGradARB(sampler2DRect sampler,
+ vec4 P, vec2 dPdx, vec2 dPdy);
+
+vec4 shadow2DRectGradARB (sampler2DRectShadow sampler,
+ vec3 P, vec2 dPdx, vec2 dPdy);
+vec4 shadow2DRectProjGradARB (sampler2DRectShadow sampler,
+ vec4 P, vec2 dPdx, vec2 dPdy);
+#endif