glsl: Add built-in function prototypes for GLSL 3.30

330.frag is a direct copy of 150.frag.
330.glsl is 150.glsl combined with ARB_shader_bit_encoding.glsl.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This commit is contained in:
Kenneth Graunke
2013-08-23 16:03:03 -07:00
parent 8f00409d23
commit 7fa18774bd
2 changed files with 1169 additions and 0 deletions
+140
View File
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#version 330
/* 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);
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