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/*
* 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
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