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>
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#version 330
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/* texture - bias variants */
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vec4 texture( sampler1D sampler, float P, float bias);
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ivec4 texture(isampler1D sampler, float P, float bias);
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uvec4 texture(usampler1D sampler, float P, float bias);
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vec4 texture( sampler2D sampler, vec2 P, float bias);
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ivec4 texture(isampler2D sampler, vec2 P, float bias);
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uvec4 texture(usampler2D sampler, vec2 P, float bias);
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vec4 texture( sampler3D sampler, vec3 P, float bias);
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ivec4 texture(isampler3D sampler, vec3 P, float bias);
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uvec4 texture(usampler3D sampler, vec3 P, float bias);
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vec4 texture( samplerCube sampler, vec3 P, float bias);
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ivec4 texture(isamplerCube sampler, vec3 P, float bias);
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uvec4 texture(usamplerCube sampler, vec3 P, float bias);
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float texture(sampler1DShadow sampler, vec3 P, float bias);
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float texture(sampler2DShadow sampler, vec3 P, float bias);
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float texture(samplerCubeShadow sampler, vec4 P, float bias);
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vec4 texture( sampler1DArray sampler, vec2 P, float bias);
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ivec4 texture(isampler1DArray sampler, vec2 P, float bias);
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uvec4 texture(usampler1DArray sampler, vec2 P, float bias);
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vec4 texture( sampler2DArray sampler, vec3 P, float bias);
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ivec4 texture(isampler2DArray sampler, vec3 P, float bias);
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uvec4 texture(usampler2DArray sampler, vec3 P, float bias);
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float texture(sampler1DArrayShadow sampler, vec3 P, float bias);
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/* textureProj - bias variants */
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vec4 textureProj( sampler1D sampler, vec2 P, float bias);
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ivec4 textureProj(isampler1D sampler, vec2 P, float bias);
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uvec4 textureProj(usampler1D sampler, vec2 P, float bias);
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vec4 textureProj( sampler1D sampler, vec4 P, float bias);
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ivec4 textureProj(isampler1D sampler, vec4 P, float bias);
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uvec4 textureProj(usampler1D sampler, vec4 P, float bias);
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vec4 textureProj( sampler2D sampler, vec3 P, float bias);
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ivec4 textureProj(isampler2D sampler, vec3 P, float bias);
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uvec4 textureProj(usampler2D sampler, vec3 P, float bias);
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vec4 textureProj( sampler2D sampler, vec4 P, float bias);
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ivec4 textureProj(isampler2D sampler, vec4 P, float bias);
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uvec4 textureProj(usampler2D sampler, vec4 P, float bias);
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vec4 textureProj( sampler3D sampler, vec4 P, float bias);
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ivec4 textureProj(isampler3D sampler, vec4 P, float bias);
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uvec4 textureProj(usampler3D sampler, vec4 P, float bias);
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float textureProj(sampler1DShadow sampler, vec4 P, float bias);
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float textureProj(sampler2DShadow sampler, vec4 P, float bias);
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/* textureOffset - bias variants */
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vec4 textureOffset( sampler1D sampler, float P, int offset, float bias);
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ivec4 textureOffset(isampler1D sampler, float P, int offset, float bias);
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uvec4 textureOffset(usampler1D sampler, float P, int offset, float bias);
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vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias);
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ivec4 textureOffset(isampler2D sampler, vec2 P, ivec2 offset, float bias);
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uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset, float bias);
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vec4 textureOffset( sampler3D sampler, vec3 P, ivec3 offset, float bias);
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ivec4 textureOffset(isampler3D sampler, vec3 P, ivec3 offset, float bias);
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uvec4 textureOffset(usampler3D sampler, vec3 P, ivec3 offset, float bias);
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float textureOffset(sampler1DShadow sampler, vec3 P, int offset, float bias);
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float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float bias);
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vec4 textureOffset( sampler1DArray sampler, vec2 P, int offset, float bias);
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ivec4 textureOffset(isampler1DArray sampler, vec2 P, int offset, float bias);
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uvec4 textureOffset(usampler1DArray sampler, vec2 P, int offset, float bias);
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vec4 textureOffset( sampler2DArray sampler, vec3 P, ivec2 offset, float bias);
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ivec4 textureOffset(isampler2DArray sampler, vec3 P, ivec2 offset, float bias);
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uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset, float bias);
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float textureOffset(sampler1DArrayShadow samp, vec3 P, int offset, float bias);
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/* textureProjOffsetOffset - bias variants */
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vec4 textureProjOffset( sampler1D sampler, vec2 P, int offset, float bias);
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ivec4 textureProjOffset(isampler1D sampler, vec2 P, int offset, float bias);
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uvec4 textureProjOffset(usampler1D sampler, vec2 P, int offset, float bias);
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vec4 textureProjOffset( sampler1D sampler, vec4 P, int offset, float bias);
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ivec4 textureProjOffset(isampler1D sampler, vec4 P, int offset, float bias);
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uvec4 textureProjOffset(usampler1D sampler, vec4 P, int offset, float bias);
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vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset, float bias);
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ivec4 textureProjOffset(isampler2D sampler, vec3 P, ivec2 offset, float bias);
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uvec4 textureProjOffset(usampler2D sampler, vec3 P, ivec2 offset, float bias);
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vec4 textureProjOffset( sampler2D sampler, vec4 P, ivec2 offset, float bias);
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ivec4 textureProjOffset(isampler2D sampler, vec4 P, ivec2 offset, float bias);
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uvec4 textureProjOffset(usampler2D sampler, vec4 P, ivec2 offset, float bias);
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vec4 textureProjOffset( sampler3D sampler, vec4 P, ivec3 offset, float bias);
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ivec4 textureProjOffset(isampler3D sampler, vec4 P, ivec3 offset, float bias);
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uvec4 textureProjOffset(usampler3D sampler, vec4 P, ivec3 offset, float bias);
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float textureProjOffset(sampler1DShadow s, vec4 P, int offset, float bias);
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float textureProjOffset(sampler2DShadow s, vec4 P, ivec2 offset, float bias);
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/*
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* The following texture functions are deprecated:
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*/
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vec4 texture1D (sampler1D sampler, float coord, float bias);
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vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias);
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vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias);
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vec4 texture2D (sampler2D sampler, vec2 coord, float bias);
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vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias);
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vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias);
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vec4 texture3D (sampler3D sampler, vec3 coord, float bias);
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vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias);
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vec4 textureCube (samplerCube sampler, vec3 coord, float bias);
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vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias);
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vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias);
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vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord, float bias);
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vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias);
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/*
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* 8.8 - Fragment Processing Functions
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*/
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float dFdx(float p);
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vec2 dFdx(vec2 p);
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vec3 dFdx(vec3 p);
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vec4 dFdx(vec4 p);
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float dFdy(float p);
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vec2 dFdy(vec2 p);
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vec3 dFdy(vec3 p);
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vec4 dFdy(vec4 p);
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float fwidth(float p);
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vec2 fwidth(vec2 p);
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vec3 fwidth(vec3 p);
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vec4 fwidth(vec4 p);
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