diff options
Diffstat (limited to 'src/glsl/builtins')
-rw-r--r-- | src/glsl/builtins/profiles/130.frag | 84 | ||||
-rw-r--r-- | src/glsl/builtins/profiles/130.vert | 40 |
2 files changed, 62 insertions, 62 deletions
diff --git a/src/glsl/builtins/profiles/130.frag b/src/glsl/builtins/profiles/130.frag index 1f212c16d67..91913ea9e0d 100644 --- a/src/glsl/builtins/profiles/130.frag +++ b/src/glsl/builtins/profiles/130.frag @@ -726,48 +726,48 @@ ivec4 texelFetchOffset(isampler2DArray sampler, ivec3 P, int lod, ivec2 offset); uvec4 texelFetchOffset(usampler2DArray sampler, ivec3 P, int lod, ivec2 offset); /* textureProjOffset - no bias */ - vec4 textureProj( sampler1D sampler, vec2 P, int offset); -ivec4 textureProj(isampler1D sampler, vec2 P, int offset); -uvec4 textureProj(usampler1D sampler, vec2 P, int offset); - vec4 textureProj( sampler1D sampler, vec4 P, int offset); -ivec4 textureProj(isampler1D sampler, vec4 P, int offset); -uvec4 textureProj(usampler1D sampler, vec4 P, int offset); - - vec4 textureProj( sampler2D sampler, vec3 P, ivec2 offset); -ivec4 textureProj(isampler2D sampler, vec3 P, ivec2 offset); -uvec4 textureProj(usampler2D sampler, vec3 P, ivec2 offset); - vec4 textureProj( sampler2D sampler, vec4 P, ivec2 offset); -ivec4 textureProj(isampler2D sampler, vec4 P, ivec2 offset); -uvec4 textureProj(usampler2D sampler, vec4 P, ivec2 offset); - - vec4 textureProj( sampler3D sampler, vec4 P, ivec3 offset); -ivec4 textureProj(isampler3D sampler, vec4 P, ivec3 offset); -uvec4 textureProj(usampler3D sampler, vec4 P, ivec3 offset); - -float textureProj(sampler1DShadow sampler, vec4 P, int offset); -float textureProj(sampler2DShadow sampler, vec4 P, ivec2 offset); - -/* textureProjOffset - bias variants */ - vec4 textureProj( sampler1D sampler, vec2 P, int offset, float bias); -ivec4 textureProj(isampler1D sampler, vec2 P, int offset, float bias); -uvec4 textureProj(usampler1D sampler, vec2 P, int offset, float bias); - vec4 textureProj( sampler1D sampler, vec4 P, int offset, float bias); -ivec4 textureProj(isampler1D sampler, vec4 P, int offset, float bias); -uvec4 textureProj(usampler1D sampler, vec4 P, int offset, float bias); - - vec4 textureProj( sampler2D sampler, vec3 P, ivec2 offset, float bias); -ivec4 textureProj(isampler2D sampler, vec3 P, ivec2 offset, float bias); -uvec4 textureProj(usampler2D sampler, vec3 P, ivec2 offset, float bias); - vec4 textureProj( sampler2D sampler, vec4 P, ivec2 offset, float bias); -ivec4 textureProj(isampler2D sampler, vec4 P, ivec2 offset, float bias); -uvec4 textureProj(usampler2D sampler, vec4 P, ivec2 offset, float bias); - - vec4 textureProj( sampler3D sampler, vec4 P, ivec3 offset, float bias); -ivec4 textureProj(isampler3D sampler, vec4 P, ivec3 offset, float bias); -uvec4 textureProj(usampler3D sampler, vec4 P, ivec3 offset, float bias); - -float textureProj(sampler1DShadow sampler, vec4 P, int offset, float bias); -float textureProj(sampler2DShadow sampler, vec4 P, ivec2 offset, float 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); diff --git a/src/glsl/builtins/profiles/130.vert b/src/glsl/builtins/profiles/130.vert index bf8caec8793..df629a6ffd6 100644 --- a/src/glsl/builtins/profiles/130.vert +++ b/src/glsl/builtins/profiles/130.vert @@ -649,26 +649,26 @@ ivec4 texelFetchOffset(isampler2DArray sampler, ivec3 P, int lod, ivec2 offset); uvec4 texelFetchOffset(usampler2DArray sampler, ivec3 P, int lod, ivec2 offset); /* textureProjOffset */ - vec4 textureProj( sampler1D sampler, vec2 P, int offset); -ivec4 textureProj(isampler1D sampler, vec2 P, int offset); -uvec4 textureProj(usampler1D sampler, vec2 P, int offset); - vec4 textureProj( sampler1D sampler, vec4 P, int offset); -ivec4 textureProj(isampler1D sampler, vec4 P, int offset); -uvec4 textureProj(usampler1D sampler, vec4 P, int offset); - - vec4 textureProj( sampler2D sampler, vec3 P, ivec2 offset); -ivec4 textureProj(isampler2D sampler, vec3 P, ivec2 offset); -uvec4 textureProj(usampler2D sampler, vec3 P, ivec2 offset); - vec4 textureProj( sampler2D sampler, vec4 P, ivec2 offset); -ivec4 textureProj(isampler2D sampler, vec4 P, ivec2 offset); -uvec4 textureProj(usampler2D sampler, vec4 P, ivec2 offset); - - vec4 textureProj( sampler3D sampler, vec4 P, ivec3 offset); -ivec4 textureProj(isampler3D sampler, vec4 P, ivec3 offset); -uvec4 textureProj(usampler3D sampler, vec4 P, ivec3 offset); - -float textureProj(sampler1DShadow sampler, vec4 P, int offset); -float textureProj(sampler2DShadow sampler, vec4 P, ivec2 offset); + 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); /* textureLodOffset */ vec4 textureLodOffset( sampler1D sampler, float P, float lod, int offset); |