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#version 300 es
precision highp float;
/* 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);
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