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path: root/src/glsl/builtins/110_fs/textures
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((function texture1D
   (signature vec4
     (parameters
       (declare (in) sampler1D sampler)
       (declare (in) float P) 
       (declare (in) float bias) )
     ((return (txb (var_ref sampler) (var_ref P) (0 0 0) 1 () (var_ref bias) ))))

)
 (function texture1DProj
   (signature vec4
     (parameters
       (declare (in) sampler1D sampler)
       (declare (in) vec2 P) 
       (declare (in) float bias) )
     ((return (txb (var_ref sampler) (swiz x (var_ref P)) (0 0 0) (swiz y (var_ref P)) () (var_ref bias) ))))

   (signature vec4
     (parameters
       (declare (in) sampler1D sampler)
       (declare (in) vec4 P) 
       (declare (in) float bias) )
     ((return (txb (var_ref sampler) (swiz x (var_ref P)) (0 0 0) (swiz w (var_ref P)) () (var_ref bias) ))))

)
 (function texture2D
   (signature vec4
     (parameters
       (declare (in) sampler2D sampler)
       (declare (in) vec2 P) 
       (declare (in) float bias) )
     ((return (txb (var_ref sampler) (var_ref P) (0 0 0) 1 () (var_ref bias) ))))

)
 (function texture2DProj
   (signature vec4
     (parameters
       (declare (in) sampler2D sampler)
       (declare (in) vec3 P) 
       (declare (in) float bias) )
     ((return (txb (var_ref sampler) (swiz xy (var_ref P)) (0 0 0) (swiz z (var_ref P)) () (var_ref bias) ))))

   (signature vec4
     (parameters
       (declare (in) sampler2D sampler)
       (declare (in) vec4 P) 
       (declare (in) float bias) )
     ((return (txb (var_ref sampler) (swiz xy (var_ref P)) (0 0 0) (swiz w (var_ref P)) () (var_ref bias) ))))

)
 (function texture3D
   (signature vec4
     (parameters
       (declare (in) sampler3D sampler)
       (declare (in) vec3 P) 
       (declare (in) float bias) )
     ((return (txb (var_ref sampler) (var_ref P) (0 0 0) 1 () (var_ref bias) ))))

)
 (function texture3DProj
   (signature vec4
     (parameters
       (declare (in) sampler3D sampler)
       (declare (in) vec4 P) 
       (declare (in) float bias) )
     ((return (txb (var_ref sampler) (swiz xyz (var_ref P)) (0 0 0) (swiz w (var_ref P)) () (var_ref bias) ))))

)
 (function textureCube
   (signature vec4
     (parameters
       (declare (in) samplerCube sampler)
       (declare (in) vec3 P) 
       (declare (in) float bias) )
     ((return (txb (var_ref sampler) (var_ref P) (0 0 0) 1 () (var_ref bias) ))))

)
 (function shadow1D
   (signature vec4
     (parameters
       (declare (in) sampler1DShadow sampler)
       (declare (in) vec3 P) 
       (declare (in) float bias) )
     ((return (txb (var_ref sampler) (swiz x (var_ref P)) (0 0 0) 1 (swiz z (var_ref P)) (var_ref bias) ))))

)
 (function shadow1DProj
   (signature vec4
     (parameters
       (declare (in) sampler1DShadow sampler)
       (declare (in) vec4 P) 
       (declare (in) float bias) )
     ((return (txb (var_ref sampler) (swiz x (var_ref P)) (0 0 0) (swiz w (var_ref P)) (swiz z (var_ref P)) (var_ref bias) ))))

)
 (function shadow2D
   (signature vec4
     (parameters
       (declare (in) sampler2DShadow sampler)
       (declare (in) vec3 P) 
       (declare (in) float bias) )
     ((return (txb (var_ref sampler) (swiz xy (var_ref P)) (0 0 0) 1 (swiz z (var_ref P)) (var_ref bias) ))))

)
 (function shadow2DProj
   (signature vec4
     (parameters
       (declare (in) sampler2DShadow sampler)
       (declare (in) vec4 P) 
       (declare (in) float bias) )
     ((return (txb (var_ref sampler) (swiz xy (var_ref P)) (0 0 0) (swiz w (var_ref P)) (swiz z (var_ref P)) (var_ref bias) ))))

))