diff options
Diffstat (limited to 'src/glsl/builtins/profiles')
-rw-r--r-- | src/glsl/builtins/profiles/130.frag | 14 | ||||
-rw-r--r-- | src/glsl/builtins/profiles/130.vert | 14 | ||||
-rw-r--r-- | src/glsl/builtins/profiles/OES_texture_3D.frag | 7 | ||||
-rw-r--r-- | src/glsl/builtins/profiles/OES_texture_3D.vert | 7 |
4 files changed, 18 insertions, 24 deletions
diff --git a/src/glsl/builtins/profiles/130.frag b/src/glsl/builtins/profiles/130.frag index 329116f2a2..0e3c7ac419 100644 --- a/src/glsl/builtins/profiles/130.frag +++ b/src/glsl/builtins/profiles/130.frag @@ -491,8 +491,8 @@ ivec2 textureSize( sampler1DArray sampler, int lod); ivec2 textureSize(isampler1DArray sampler, int lod); ivec2 textureSize(usampler1DArray sampler, int lod); ivec3 textureSize( sampler2DArray sampler, int lod); -ivec2 textureSize(isampler2DArray sampler, int lod); -ivec2 textureSize(usampler2DArray sampler, int lod); +ivec3 textureSize(isampler2DArray sampler, int lod); +ivec3 textureSize(usampler2DArray sampler, int lod); ivec2 textureSize(sampler1DArrayShadow sampler, int lod); ivec3 textureSize(sampler2DArrayShadow sampler, int lod); @@ -635,7 +635,6 @@ uvec4 textureLod(usampler2DArray sampler, vec3 P, float lod); float textureLod(sampler1DArrayShadow sampler, vec3 P, float lod); -#if 0 /* textureOffset - no bias */ vec4 textureOffset( sampler1D sampler, float P, int offset); ivec4 textureOffset(isampler1D sampler, float P, int offset); @@ -687,7 +686,6 @@ 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); -#endif /* texelFetch */ vec4 texelFetch( sampler1D sampler, int P, int lod); @@ -710,7 +708,6 @@ uvec4 texelFetch(usampler1DArray sampler, ivec2 P, int lod); ivec4 texelFetch(isampler2DArray sampler, ivec3 P, int lod); uvec4 texelFetch(usampler2DArray sampler, ivec3 P, int lod); -#if 0 /* texelFetchOffset */ vec4 texelFetchOffset( sampler1D sampler, int P, int lod, int offset); ivec4 texelFetchOffset(isampler1D sampler, int P, int lod, int offset); @@ -801,7 +798,6 @@ ivec4 textureLodOffset(isampler2DArray samp, vec3 P, float lod, ivec2 offset); uvec4 textureLodOffset(usampler2DArray samp, vec3 P, float lod, ivec2 offset); float textureLodOffset(sampler1DArrayShadow s, vec3 P, float lod, int offset); -#endif /* textureProjLod */ vec4 textureProjLod( sampler1D sampler, vec2 P, float lod); @@ -825,7 +821,6 @@ uvec4 textureProjLod(usampler3D sampler, vec4 P, float lod); float textureProjLod(sampler1DShadow sampler, vec4 P, float lod); float textureProjLod(sampler2DShadow sampler, vec4 P, float lod); -#if 0 /* textureProjLodOffset */ vec4 textureProjLodOffset( sampler1D sampler, vec2 P, float lod, int offset); ivec4 textureProjLodOffset(isampler1D sampler, vec2 P, float lod, int offset); @@ -847,7 +842,6 @@ uvec4 textureProjLodOffset(usampler3D sampler, vec4 P, float lod, ivec3 offset); float textureProjLodOffset(sampler1DShadow s, vec4 P, float lod, int offset); float textureProjLodOffset(sampler2DShadow s, vec4 P, float lod, ivec2 offset); -#endif /* textureGrad */ vec4 textureGrad( sampler1D sampler, float P, float dPdx, float dPdy); @@ -881,7 +875,6 @@ uvec4 textureGrad(usampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy); float textureGrad(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy); float textureGrad(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy); -#if 0 /* textureGradOffset */ vec4 textureGradOffset( sampler1D s, float P, float dx, float dy, int off); ivec4 textureGradOffset(isampler1D s, float P, float dx, float dy, int offset); @@ -912,7 +905,6 @@ uvec4 textureGradOffset(usampler2DArray s, vec3 P, vec2 dx, vec2 dy, ivec2 off); float textureGradOffset(sampler1DArrayShadow s, vec3 P, float dx, float dy, int o); float textureGradOffset(sampler2DArrayShadow s, vec4 P, vec2 dx, vec2 dy, ivec2 o); -#endif /* textureProjGrad */ vec4 textureProjGrad( sampler1D sampler, vec2 P, float dPdx, float dPdy); @@ -936,7 +928,6 @@ uvec4 textureProjGrad(usampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy); float textureProjGrad(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy); float textureProjGrad(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy); -#if 0 /* textureProjGradOffset */ vec4 textureProjGradOffset( sampler1D s, vec2 P, float dx, float dy, int off); ivec4 textureProjGradOffset(isampler1D s, vec2 P, float dx, float dy, int off); @@ -958,7 +949,6 @@ uvec4 textureProjGradOffset(usampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off); float textureProjGradOffset(sampler1DShadow s, vec4 P, float dx, float dy, int o); float textureProjGradOffset(sampler2DShadow s, vec4 P, vec2 dx, vec2 dy, vec2 o); -#endif /* * The following texture functions are deprecated: diff --git a/src/glsl/builtins/profiles/130.vert b/src/glsl/builtins/profiles/130.vert index 1c212ebb3c..f85b27f8f8 100644 --- a/src/glsl/builtins/profiles/130.vert +++ b/src/glsl/builtins/profiles/130.vert @@ -493,8 +493,8 @@ ivec2 textureSize( sampler1DArray sampler, int lod); ivec2 textureSize(isampler1DArray sampler, int lod); ivec2 textureSize(usampler1DArray sampler, int lod); ivec3 textureSize( sampler2DArray sampler, int lod); -ivec2 textureSize(isampler2DArray sampler, int lod); -ivec2 textureSize(usampler2DArray sampler, int lod); +ivec3 textureSize(isampler2DArray sampler, int lod); +ivec3 textureSize(usampler2DArray sampler, int lod); ivec2 textureSize(sampler1DArrayShadow sampler, int lod); ivec3 textureSize(sampler2DArrayShadow sampler, int lod); @@ -637,7 +637,6 @@ uvec4 textureLod(usampler2DArray sampler, vec3 P, float lod); float textureLod(sampler1DArrayShadow sampler, vec3 P, float lod); -#if 0 /* textureOffset - no bias */ vec4 textureOffset( sampler1D sampler, float P, int offset); ivec4 textureOffset(isampler1D sampler, float P, int offset); @@ -689,7 +688,6 @@ 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); -#endif /* texelFetch */ vec4 texelFetch( sampler1D sampler, int P, int lod); @@ -712,7 +710,6 @@ uvec4 texelFetch(usampler1DArray sampler, ivec2 P, int lod); ivec4 texelFetch(isampler2DArray sampler, ivec3 P, int lod); uvec4 texelFetch(usampler2DArray sampler, ivec3 P, int lod); -#if 0 /* texelFetchOffset */ vec4 texelFetchOffset( sampler1D sampler, int P, int lod, int offset); ivec4 texelFetchOffset(isampler1D sampler, int P, int lod, int offset); @@ -803,7 +800,6 @@ ivec4 textureLodOffset(isampler2DArray samp, vec3 P, float lod, ivec2 offset); uvec4 textureLodOffset(usampler2DArray samp, vec3 P, float lod, ivec2 offset); float textureLodOffset(sampler1DArrayShadow s, vec3 P, float lod, int offset); -#endif /* textureProjLod */ vec4 textureProjLod( sampler1D sampler, vec2 P, float lod); @@ -827,7 +823,6 @@ uvec4 textureProjLod(usampler3D sampler, vec4 P, float lod); float textureProjLod(sampler1DShadow sampler, vec4 P, float lod); float textureProjLod(sampler2DShadow sampler, vec4 P, float lod); -#if 0 /* textureProjLodOffset */ vec4 textureProjLodOffset( sampler1D sampler, vec2 P, float lod, int offset); ivec4 textureProjLodOffset(isampler1D sampler, vec2 P, float lod, int offset); @@ -849,7 +844,6 @@ uvec4 textureProjLodOffset(usampler3D sampler, vec4 P, float lod, ivec3 offset); float textureProjLodOffset(sampler1DShadow s, vec4 P, float lod, int offset); float textureProjLodOffset(sampler2DShadow s, vec4 P, float lod, ivec2 offset); -#endif /* textureGrad */ vec4 textureGrad( sampler1D sampler, float P, float dPdx, float dPdy); @@ -883,7 +877,6 @@ uvec4 textureGrad(usampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy); float textureGrad(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy); float textureGrad(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy); -#if 0 /* textureGradOffset */ vec4 textureGradOffset( sampler1D s, float P, float dx, float dy, int off); ivec4 textureGradOffset(isampler1D s, float P, float dx, float dy, int offset); @@ -914,7 +907,6 @@ uvec4 textureGradOffset(usampler2DArray s, vec3 P, vec2 dx, vec2 dy, ivec2 off); float textureGradOffset(sampler1DArrayShadow s, vec3 P, float dx, float dy, int o); float textureGradOffset(sampler2DArrayShadow s, vec4 P, vec2 dx, vec2 dy, ivec2 o); -#endif /* textureProjGrad */ vec4 textureProjGrad( sampler1D sampler, vec2 P, float dPdx, float dPdy); @@ -938,7 +930,6 @@ uvec4 textureProjGrad(usampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy); float textureProjGrad(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy); float textureProjGrad(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy); -#if 0 /* textureProjGradOffset */ vec4 textureProjGradOffset( sampler1D s, vec2 P, float dx, float dy, int off); ivec4 textureProjGradOffset(isampler1D s, vec2 P, float dx, float dy, int off); @@ -960,7 +951,6 @@ uvec4 textureProjGradOffset(usampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off); float textureProjGradOffset(sampler1DShadow s, vec4 P, float dx, float dy, int o); float textureProjGradOffset(sampler2DShadow s, vec4 P, vec2 dx, vec2 dy, vec2 o); -#endif /* * The following texture functions are deprecated: diff --git a/src/glsl/builtins/profiles/OES_texture_3D.frag b/src/glsl/builtins/profiles/OES_texture_3D.frag new file mode 100644 index 0000000000..b6ebd6a311 --- /dev/null +++ b/src/glsl/builtins/profiles/OES_texture_3D.frag @@ -0,0 +1,7 @@ +#version 100 +#extension GL_OES_texture_3D : enable + +vec4 texture3D (sampler3D sampler, vec3 coord); +vec4 texture3DProj (sampler3D sampler, vec4 coord); +vec4 texture3D (sampler3D sampler, vec3 coord, float bias); +vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias); diff --git a/src/glsl/builtins/profiles/OES_texture_3D.vert b/src/glsl/builtins/profiles/OES_texture_3D.vert new file mode 100644 index 0000000000..81d12f51e9 --- /dev/null +++ b/src/glsl/builtins/profiles/OES_texture_3D.vert @@ -0,0 +1,7 @@ +#version 100 +#extension GL_OES_texture_3D : enable + +vec4 texture3D (sampler3D sampler, vec3 coord); +vec4 texture3DProj (sampler3D sampler, vec4 coord); +vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod); +vec4 texture3DProjLod (sampler3D sampler, vec4 coord, float lod); |