#version 150 /* 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);