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-rw-r--r--src/sksl/sksl.include532
1 files changed, 266 insertions, 266 deletions
diff --git a/src/sksl/sksl.include b/src/sksl/sksl.include
index aab9930fc9..c8a7b6bd4b 100644
--- a/src/sksl/sksl.include
+++ b/src/sksl/sksl.include
@@ -43,14 +43,14 @@ $genType ceil($genType x);
//$genDType ceil($genDType x);
$genType fract($genType x);
//$genDType fract($genDType x);
-$genType mod($genType x, highfloat y);
+$genType mod($genType x, float y);
$genType mod($genType x, $genType y);
//$genDType mod($genDType x, double y);
//$genDType mod($genDType x, $genDType y);
$genType modf($genType x, out $genType i);
//$genDType modf($genDType x, out $genDType i);
$genType min($genType x, $genType y);
-$genType min($genType x, highfloat y);
+$genType min($genType x, float y);
//$genDType min($genDType x, $genDType y);
//$genDType min($genDType x, double y);
$genIType min($genIType x, $genIType y);
@@ -58,7 +58,7 @@ $genIType min($genIType x, int y);
//$genUType min($genUType x, $genUType y);
//$genUType min($genUType x, uint y);
$genType max($genType x, $genType y);
-$genType max($genType x, highfloat y);
+$genType max($genType x, float y);
//$genDType max($genDType x, $genDType y);
//$genDType max($genDType x, double y);
$genIType max($genIType x, $genIType y);
@@ -66,7 +66,7 @@ $genIType max($genIType x, int y);
//$genUType max($genUType x, $genUType y);
//$genUType max($genUType x, uint y);
$genType clamp($genType x, $genType minVal, $genType maxVal);
-$genType clamp($genType x, highfloat minVal, highfloat maxVal);
+$genType clamp($genType x, float minVal, float maxVal);
//$genDType clamp($genDType x, $genDType minVal, $genDType maxVal);
//$genDType clamp($genDType x, double minVal, double maxVal);
$genIType clamp($genIType x, $genIType minVal, $genIType maxVal);
@@ -74,7 +74,7 @@ $genIType clamp($genIType x, int minVal, int maxVal);
//$genUType clamp($genUType x, $genUType minVal, $genUType maxVal);
//$genUType clamp($genUType x, uint minVal, uint maxVal);
$genType mix($genType x, $genType y, $genType a);
-$genType mix($genType x, $genType y, highfloat a);
+$genType mix($genType x, $genType y, float a);
//$genDType mix($genDType x, $genDType y, $genDType a);
//$genDType mix($genDType x, $genDType y, double a);
$genType mix($genType x, $genType y, $genBType a);
@@ -83,21 +83,21 @@ $genIType mix($genIType x, $genIType y, $genBType a);
//$genUType mix($genUType x, $genUType y, $genBType a);
$genBType mix($genBType x, $genBType y, $genBType a);
$genType step($genType edge, $genType x);
-$genType step(highfloat edge, $genType x);
+$genType step(float edge, $genType x);
//$genDType step($genDType edge, $genDType x);
//$genDType step(double edge, $genDType x);
$genType smoothstep($genType edge0, $genType edge1, $genType x);
-$genType smoothstep(highfloat edge0, highfloat edge1, $genType x);
+$genType smoothstep(float edge0, float edge1, $genType x);
//$genDType smoothstep($genDType edge0, $genDType edge1, $genDType x);
//$genDType smoothstep(double edge0, double edge1, $genDType x);
$genBType isnan($genType x);
$genBType isnan($genDType x);
$genBType isinf($genType x);
$genBType isinf($genDType x);
-$genIType highfloatBitsToInt($genType value);
-//$genUType highfloatBitsToUint($genType value);
-$genType intBitsTohighfloat($genIType value);
-$genType uintBitsTohighfloat($genUType value);
+$genIType floatBitsToInt($genType value);
+//$genUType floatBitsToUint($genType value);
+$genType intBitsTofloat($genIType value);
+$genType uintBitsTofloat($genUType value);
$genType fma($genType a, $genType b, $genType c);
$genHType fma($genHType a, $genHType b, $genHType c);
$genDType fma($genDType a, $genDType b, $genDType c);
@@ -106,68 +106,68 @@ $genType frexp($genType x, out $genIType exp);
//$genDType frexp($genDType x, out $genIType exp);
$genType ldexp($genType x, in $genIType exp);
//$genDType ldexp($genDType x, in $genIType exp);
-uint packUnorm2x16(highfloat2 v);
-uint packSnorm2x16(highfloat2 v);
-uint packUnorm4x8(highfloat4 v);
-uint packSnorm4x8(highfloat4 v);
-highfloat2 unpackUnorm2x16(uint p);
-highfloat2 unpackSnorm2x16(uint p);
-highfloat4 unpackUnorm4x8(uint p);
-highfloat4 unpackSnorm4x8(uint p);
+uint packUnorm2x16(float2 v);
+uint packSnorm2x16(float2 v);
+uint packUnorm4x8(float4 v);
+uint packSnorm4x8(float4 v);
+float2 unpackUnorm2x16(uint p);
+float2 unpackSnorm2x16(uint p);
+float4 unpackUnorm4x8(uint p);
+float4 unpackSnorm4x8(uint p);
//double packDouble2x32(uint2 v);
uint2 unpackDouble2x32(double v);
-uint packHalf2x16(highfloat2 v);
-highfloat2 unpackHalf2x16(uint v);
-highfloat length($genType x);
+uint packHalf2x16(float2 v);
+float2 unpackHalf2x16(uint v);
+float length($genType x);
half length($genHType x);
double length($genDType x);
-highfloat distance($genType p0, $genType p1);
+float distance($genType p0, $genType p1);
half distance($genHType p0, $genHType p1);
double distance($genDType p0, $genDType p1);
-highfloat dot($genType x, $genType y);
+float dot($genType x, $genType y);
half dot($genHType x, $genHType y);
double dot($genDType x, $genDType y);
-highfloat3 cross(highfloat3 x, highfloat3 y);
+float3 cross(float3 x, float3 y);
half3 cross(half3 x, half3 y);
double3 cross(double3 x, double3 y);
$genType normalize($genType x);
$genHType normalize($genHType x);
$genDType normalize($genDType x);
-highfloat4 ftransform();
+float4 ftransform();
$genType faceforward($genType N, $genType I, $genType Nref);
$genHType faceforward($genHType N, $genHType I, $genHType Nref);
$genDType faceforward($genDType N, $genDType I, $genDType Nref);
$genType reflect($genType I, $genType N);
$genHType reflect($genHType I, $genHType N);
$genDType reflect($genDType I, $genDType N);
-$genType refract($genType I, $genType N, highfloat eta);
-$genHType refract($genHType I, $genHType N, highfloat eta);
-$genDType refract($genDType I, $genDType N, highfloat eta);
+$genType refract($genType I, $genType N, float eta);
+$genHType refract($genHType I, $genHType N, float eta);
+$genDType refract($genDType I, $genDType N, float eta);
$mat matrixCompMult($mat x, $mat y);
-highfloat2x2 outerProduct(highfloat2 c, highfloat2 r);
-highfloat3x3 outerProduct(highfloat3 c, highfloat3 r);
-highfloat4x3 outerProduct(highfloat4 c, highfloat4 r);
-highfloat2x3 outerProduct(highfloat3 c, highfloat2 r);
-highfloat3x2 outerProduct(highfloat2 c, highfloat3 r);
-highfloat2x4 outerProduct(highfloat4 c, highfloat2 r);
-highfloat4x2 outerProduct(highfloat2 c, highfloat4 r);
-highfloat3x4 outerProduct(highfloat4 c, highfloat3 r);
-highfloat4x3 outerProduct(highfloat3 c, highfloat4 r);
-highfloat2x2 transpose(highfloat2x2 m);
-highfloat3x3 transpose(highfloat3x3 m);
-highfloat4x4 transpose(highfloat4x4 m);
-highfloat2x3 transpose(highfloat3x2 m);
-highfloat3x2 transpose(highfloat2x3 m);
-highfloat2x4 transpose(highfloat4x2 m);
-highfloat4x2 transpose(highfloat2x4 m);
-highfloat3x4 transpose(highfloat4x3 m);
-highfloat4x3 transpose(highfloat3x4 m);
-highfloat determinant(highfloat2x2 m);
-highfloat determinant(highfloat3x3 m);
-highfloat determinant(highfloat4x4 m);
-highfloat2x2 inverse(highfloat2x2 m);
-highfloat3x3 inverse(highfloat3x3 m);
-highfloat4x4 inverse(highfloat4x4 m);
+float2x2 outerProduct(float2 c, float2 r);
+float3x3 outerProduct(float3 c, float3 r);
+float4x3 outerProduct(float4 c, float4 r);
+float2x3 outerProduct(float3 c, float2 r);
+float3x2 outerProduct(float2 c, float3 r);
+float2x4 outerProduct(float4 c, float2 r);
+float4x2 outerProduct(float2 c, float4 r);
+float3x4 outerProduct(float4 c, float3 r);
+float4x3 outerProduct(float3 c, float4 r);
+float2x2 transpose(float2x2 m);
+float3x3 transpose(float3x3 m);
+float4x4 transpose(float4x4 m);
+float2x3 transpose(float3x2 m);
+float3x2 transpose(float2x3 m);
+float2x4 transpose(float4x2 m);
+float4x2 transpose(float2x4 m);
+float3x4 transpose(float4x3 m);
+float4x3 transpose(float3x4 m);
+float determinant(float2x2 m);
+float determinant(float3x3 m);
+float determinant(float4x4 m);
+float2x2 inverse(float2x2 m);
+float3x3 inverse(float3x3 m);
+float4x4 inverse(float4x4 m);
$bvec lessThan($vec x, $vec y);
$bvec lessThan($hvec x, $hvec y);
$bvec lessThan($dvec x, $dvec y);
@@ -254,19 +254,19 @@ int3 textureSize(sampler2DArrayShadow sampler, int lod);
int textureSize($gsamplerBuffer sampler);
int2 textureSize($gsampler2DMS sampler);
int3 textureSize($gsampler2DMSArray sampler);
-highfloat2 textureQueryLod($gsampler1D sampler, highfloat P);
-highfloat2 textureQueryLod($gsampler2D sampler, highfloat2 P);
-highfloat2 textureQueryLod($gsampler3D sampler, highfloat3 P);
-highfloat2 textureQueryLod($gsamplerCube sampler, highfloat3 P);
-highfloat2 textureQueryLod($gsampler1DArray sampler, highfloat P);
-highfloat2 textureQueryLod($gsampler2DArray sampler, highfloat2 P);
-highfloat2 textureQueryLod($gsamplerCubeArray sampler, highfloat3 P);
-highfloat2 textureQueryLod(sampler1DShadow sampler, highfloat P);
-highfloat2 textureQueryLod(sampler2DShadow sampler, highfloat2 P);
-highfloat2 textureQueryLod(samplerCubeShadow sampler, highfloat3 P);
-highfloat2 textureQueryLod(sampler1DArrayShadow sampler, highfloat P);
-highfloat2 textureQueryLod(sampler2DArrayShadow sampler, highfloat2 P);
-highfloat2 textureQueryLod(samplerCubeArrayShadow sampler, highfloat3 P);
+float2 textureQueryLod($gsampler1D sampler, float P);
+float2 textureQueryLod($gsampler2D sampler, float2 P);
+float2 textureQueryLod($gsampler3D sampler, float3 P);
+float2 textureQueryLod($gsamplerCube sampler, float3 P);
+float2 textureQueryLod($gsampler1DArray sampler, float P);
+float2 textureQueryLod($gsampler2DArray sampler, float2 P);
+float2 textureQueryLod($gsamplerCubeArray sampler, float3 P);
+float2 textureQueryLod(sampler1DShadow sampler, float P);
+float2 textureQueryLod(sampler2DShadow sampler, float2 P);
+float2 textureQueryLod(samplerCubeShadow sampler, float3 P);
+float2 textureQueryLod(sampler1DArrayShadow sampler, float P);
+float2 textureQueryLod(sampler2DArrayShadow sampler, float2 P);
+float2 textureQueryLod(samplerCubeArrayShadow sampler, float3 P);
int textureQueryLevels($gsampler1D sampler);
int textureQueryLevels($gsampler2D sampler);
int textureQueryLevels($gsampler3D sampler);
@@ -282,50 +282,50 @@ int textureQueryLevels(sampler2DArrayShadow sampler);
int textureQueryLevels(samplerCubeArrayShadow sampler);
*/
-half4 texture($gsampler1D sampler, highfloat P);
-half4 texture($gsampler1D sampler, highfloat P, highfloat bias);
-half4 texture($gsampler2D sampler, highfloat2 P);
+half4 texture($gsampler1D sampler, float P);
+half4 texture($gsampler1D sampler, float P, float bias);
+half4 texture($gsampler2D sampler, float2 P);
// The above currently only expand to handle the float/fixed case. So we also declare this integer
// version of texture().
-int4 texture(isampler2D sampler, highfloat2 P);
-half4 texture(samplerExternalOES sampler, highfloat2 P, highfloat bias);
-half4 texture(samplerExternalOES sampler, highfloat2 P);
+int4 texture(isampler2D sampler, float2 P);
+half4 texture(samplerExternalOES sampler, float2 P, float bias);
+half4 texture(samplerExternalOES sampler, float2 P);
/*
-$gfloat4 texture($gsampler2D sampler, highfloat2 P, highfloat bias);
-$gfloat4 texture($gsampler3D sampler, highfloat3 P);
-$gfloat4 texture($gsampler3D sampler, highfloat3 P, highfloat bias);
-$gfloat4 texture($gsamplerCube sampler, highfloat3 P);
-$gfloat4 texture($gsamplerCube sampler, highfloat3 P, highfloat bias);
-highfloat texture(sampler1DShadow sampler, highfloat3 P);
-highfloat texture(sampler1DShadow sampler, highfloat3 P, highfloat bias);
-highfloat texture(sampler2DShadow sampler, highfloat3 P);
-highfloat texture(sampler2DShadow sampler, highfloat3 P, highfloat bias);
-highfloat texture(samplerCubeShadow sampler, highfloat4 P);
-highfloat texture(samplerCubeShadow sampler, highfloat4 P, highfloat bias);
-$gfloat4 texture($gsampler1DArray sampler, highfloat2 P);
-$gfloat4 texture($gsampler1DArray sampler, highfloat2 P, highfloat bias);
-$gfloat4 texture($gsampler2DArray sampler, highfloat3 P);
-$gfloat4 texture($gsampler2DArray sampler, highfloat3 P, highfloat bias);
-$gfloat4 texture($gsamplerCubeArray sampler, highfloat4 P);
-$gfloat4 texture($gsamplerCubeArray sampler, highfloat4 P, highfloat bias);
-highfloat texture(sampler1DArrayShadow sampler, highfloat3 P);
-highfloat texture(sampler1DArrayShadow sampler, highfloat3 P, highfloat bias);
-highfloat texture(sampler2DArrayShadow sampler, highfloat4 P);
+$gfloat4 texture($gsampler2D sampler, float2 P, float bias);
+$gfloat4 texture($gsampler3D sampler, float3 P);
+$gfloat4 texture($gsampler3D sampler, float3 P, float bias);
+$gfloat4 texture($gsamplerCube sampler, float3 P);
+$gfloat4 texture($gsamplerCube sampler, float3 P, float bias);
+float texture(sampler1DShadow sampler, float3 P);
+float texture(sampler1DShadow sampler, float3 P, float bias);
+float texture(sampler2DShadow sampler, float3 P);
+float texture(sampler2DShadow sampler, float3 P, float bias);
+float texture(samplerCubeShadow sampler, float4 P);
+float texture(samplerCubeShadow sampler, float4 P, float bias);
+$gfloat4 texture($gsampler1DArray sampler, float2 P);
+$gfloat4 texture($gsampler1DArray sampler, float2 P, float bias);
+$gfloat4 texture($gsampler2DArray sampler, float3 P);
+$gfloat4 texture($gsampler2DArray sampler, float3 P, float bias);
+$gfloat4 texture($gsamplerCubeArray sampler, float4 P);
+$gfloat4 texture($gsamplerCubeArray sampler, float4 P, float bias);
+float texture(sampler1DArrayShadow sampler, float3 P);
+float texture(sampler1DArrayShadow sampler, float3 P, float bias);
+float texture(sampler2DArrayShadow sampler, float4 P);
*/
-half4 texture($gsampler2DRect sampler, highfloat2 P);
-half4 texture($gsampler2DRect sampler, highfloat3 P);
+half4 texture($gsampler2DRect sampler, float2 P);
+half4 texture($gsampler2DRect sampler, float3 P);
/*
-highfloat texture(sampler2DRectShadow sampler, highfloat3 P);
-highfloat texture($gsamplerCubeArrayShadow sampler, highfloat4 P, highfloat compare);
+float texture(sampler2DRectShadow sampler, float3 P);
+float texture($gsamplerCubeArrayShadow sampler, float4 P, float compare);
*/
// Currently we do not support the generic types of loading subpassInput so we have some explicit
// versions that we currently use
-highfloat4 subpassLoad(subpassInput subpass);
-highfloat4 subpassLoad(subpassInputMS subpass, int sample);
+float4 subpassLoad(subpassInput subpass);
+float4 subpassLoad(subpassInputMS subpass, int sample);
/*
$gfloat4subpassLoad(gsubpassInput subpass);
$gfloat4subpassLoad(gsubpassInputMS subpass, int sample);
@@ -336,50 +336,50 @@ $gfloat4subpassLoad(gsubpassInputMS subpass, int sample);
STRINGIFY(
-half4 texture($gsampler1D sampler, highfloat2 P);
-half4 texture($gsampler1D sampler, highfloat2 P, highfloat bias);
-half4 texture($gsampler2D sampler, highfloat3 P);
-half4 texture($gsampler2D sampler, highfloat3 P, highfloat bias);
+half4 texture($gsampler1D sampler, float2 P);
+half4 texture($gsampler1D sampler, float2 P, float bias);
+half4 texture($gsampler2D sampler, float3 P);
+half4 texture($gsampler2D sampler, float3 P, float bias);
/*
-$gfloat4 textureProj($gsampler3D sampler, highfloat4 P);
-$gfloat4 textureProj($gsampler3D sampler, highfloat4 P, highfloat bias);
-highfloat textureProj(sampler1DShadow sampler, highfloat4 P);
-highfloat textureProj(sampler1DShadow sampler, highfloat4 P, highfloat bias);
-highfloat textureProj(sampler2DShadow sampler, highfloat4 P);
-highfloat textureProj(sampler2DShadow sampler, highfloat4 P, highfloat bias);
-$gfloat4 textureProj($gsampler2DRect sampler, highfloat4 P);
-highfloat textureProj(sampler2DRectShadow sampler, highfloat4 P);
-$gfloat4 textureLod($gsampler1D sampler, highfloat P, highfloat lod);
-$gfloat4 textureLod($gsampler2D sampler, highfloat2 P, highfloat lod);
-$gfloat4 textureLod($gsampler3D sampler, highfloat3 P, highfloat lod);
-$gfloat4 textureLod($gsamplerCube sampler, highfloat3 P, highfloat lod);
-highfloat textureLod(sampler1DShadow sampler, highfloat3 P, highfloat lod);
-highfloat textureLod(sampler2DShadow sampler, highfloat3 P, highfloat lod);
-$gfloat4 textureLod($gsampler1DArray sampler, highfloat2 P, highfloat lod);
-$gfloat4 textureLod($gsampler2DArray sampler, highfloat3 P, highfloat lod);
-highfloat textureLod(sampler1DArrayShadow sampler, highfloat3 P, highfloat lod);
-$gfloat4 textureLod($gsamplerCubeArray sampler, highfloat4 P, highfloat lod);
-$gfloat4 textureOffset($gsampler1D sampler, highfloat P, int offset);
-$gfloat4 textureOffset($gsampler1D sampler, highfloat P, int offset, highfloat bias);
-$gfloat4 textureOffset($gsampler2D sampler, highfloat2 P, int2 offset);
-$gfloat4 textureOffset($gsampler2D sampler, highfloat2 P, int2 offset, highfloat bias);
-$gfloat4 textureOffset($gsampler3D sampler, highfloat3 P, int3 offset);
-$gfloat4 textureOffset($gsampler3D sampler, highfloat3 P, int3 offset, highfloat bias);
-$gfloat4 textureOffset($gsampler2DRect sampler, highfloat2 P, int2 offset);
-highfloat textureOffset(sampler2DRectShadow sampler, highfloat3 P, int2 offset);
-highfloat textureOffset(sampler1DShadow sampler, highfloat3 P, int offset);
-highfloat textureOffset(sampler1DShadow sampler, highfloat3 P, int offset, highfloat bias);
-highfloat textureOffset(sampler2DShadow sampler, highfloat3 P, int2 offset);
-highfloat textureOffset(sampler2DShadow sampler, highfloat3 P, int2 offset, highfloat bias);
-$gfloat4 textureOffset($gsampler1DArray sampler, highfloat2 P, int offset);
-$gfloat4 textureOffset($gsampler1DArray sampler, highfloat2 P, int offset, highfloat bias);
-$gfloat4 textureOffset($gsampler2DArray sampler, highfloat3 P, int2 offset);
-$gfloat4 textureOffset($gsampler2DArray sampler, highfloat3 P, int2 offset, highfloat bias);
-highfloat textureOffset(sampler1DArrayShadow sampler, highfloat3 P, int offset);
-highfloat textureOffset(sampler1DArrayShadow sampler, highfloat3 P, int offset, highfloat bias);
-highfloat textureOffset(sampler2DArrayShadow sampler, highfloat4 P, int2 offset);
+$gfloat4 textureProj($gsampler3D sampler, float4 P);
+$gfloat4 textureProj($gsampler3D sampler, float4 P, float bias);
+float textureProj(sampler1DShadow sampler, float4 P);
+float textureProj(sampler1DShadow sampler, float4 P, float bias);
+float textureProj(sampler2DShadow sampler, float4 P);
+float textureProj(sampler2DShadow sampler, float4 P, float bias);
+$gfloat4 textureProj($gsampler2DRect sampler, float4 P);
+float textureProj(sampler2DRectShadow sampler, float4 P);
+$gfloat4 textureLod($gsampler1D sampler, float P, float lod);
+$gfloat4 textureLod($gsampler2D sampler, float2 P, float lod);
+$gfloat4 textureLod($gsampler3D sampler, float3 P, float lod);
+$gfloat4 textureLod($gsamplerCube sampler, float3 P, float lod);
+float textureLod(sampler1DShadow sampler, float3 P, float lod);
+float textureLod(sampler2DShadow sampler, float3 P, float lod);
+$gfloat4 textureLod($gsampler1DArray sampler, float2 P, float lod);
+$gfloat4 textureLod($gsampler2DArray sampler, float3 P, float lod);
+float textureLod(sampler1DArrayShadow sampler, float3 P, float lod);
+$gfloat4 textureLod($gsamplerCubeArray sampler, float4 P, float lod);
+$gfloat4 textureOffset($gsampler1D sampler, float P, int offset);
+$gfloat4 textureOffset($gsampler1D sampler, float P, int offset, float bias);
+$gfloat4 textureOffset($gsampler2D sampler, float2 P, int2 offset);
+$gfloat4 textureOffset($gsampler2D sampler, float2 P, int2 offset, float bias);
+$gfloat4 textureOffset($gsampler3D sampler, float3 P, int3 offset);
+$gfloat4 textureOffset($gsampler3D sampler, float3 P, int3 offset, float bias);
+$gfloat4 textureOffset($gsampler2DRect sampler, float2 P, int2 offset);
+float textureOffset(sampler2DRectShadow sampler, float3 P, int2 offset);
+float textureOffset(sampler1DShadow sampler, float3 P, int offset);
+float textureOffset(sampler1DShadow sampler, float3 P, int offset, float bias);
+float textureOffset(sampler2DShadow sampler, float3 P, int2 offset);
+float textureOffset(sampler2DShadow sampler, float3 P, int2 offset, float bias);
+$gfloat4 textureOffset($gsampler1DArray sampler, float2 P, int offset);
+$gfloat4 textureOffset($gsampler1DArray sampler, float2 P, int offset, float bias);
+$gfloat4 textureOffset($gsampler2DArray sampler, float3 P, int2 offset);
+$gfloat4 textureOffset($gsampler2DArray sampler, float3 P, int2 offset, float bias);
+float textureOffset(sampler1DArrayShadow sampler, float3 P, int offset);
+float textureOffset(sampler1DArrayShadow sampler, float3 P, int offset, float bias);
+float textureOffset(sampler2DArrayShadow sampler, float4 P, int2 offset);
*/
-highfloat4 texelFetch(samplerBuffer sampler, int P);
+float4 texelFetch(samplerBuffer sampler, int P);
$gfloat4 texelFetch($gsampler1D sampler, int P, int lod);
$gfloat4 texelFetch($gsampler2D sampler, int2 P, int lod);
@@ -396,123 +396,123 @@ $gfloat4 texelFetchOffset($gsampler3D sampler, int3 P, int lod, int3 offset);
$gfloat4 texelFetchOffset($gsampler2DRect sampler, int2 P, int2 offset);
$gfloat4 texelFetchOffset($gsampler1DArray sampler, int2 P, int lod, int offset);
$gfloat4 texelFetchOffset($gsampler2DArray sampler, int3 P, int lod, int2 offset);
-$gfloat4 textureProjOffset($gsampler1D sampler, highfloat2 P, int offset);
-$gfloat4 textureProjOffset($gsampler1D sampler, highfloat2 P, int offset, highfloat bias);
-$gfloat4 textureProjOffset($gsampler1D sampler, highfloat4 P, int offset);
-$gfloat4 textureProjOffset($gsampler1D sampler, highfloat4 P, int offset, highfloat bias);
-$gfloat4 textureProjOffset($gsampler2D sampler, highfloat3 P, int2 offset);
-$gfloat4 textureProjOffset($gsampler2D sampler, highfloat3 P, int2 offset, highfloat bias);
-$gfloat4 textureProjOffset($gsampler2D sampler, highfloat4 P, int2 offset);
-$gfloat4 textureProjOffset($gsampler2D sampler, highfloat4 P, int2 offset, highfloat bias);
-$gfloat4 textureProjOffset($gsampler3D sampler, highfloat4 P, int3 offset);
-$gfloat4 textureProjOffset($gsampler3D sampler, highfloat4 P, int3 offset, highfloat bias);
-$gfloat4 textureProjOffset($gsampler2DRect sampler, highfloat3 P, int2 offset);
-$gfloat4 textureProjOffset($gsampler2DRect sampler, highfloat4 P, int2 offset);
-highfloat textureProjOffset(sampler2DRectShadow sampler, highfloat4 P, int2 offset);
-highfloat textureProjOffset(sampler1DShadow sampler, highfloat4 P, int offset);
-highfloat textureProjOffset(sampler1DShadow sampler, highfloat4 P, int offset, highfloat bias);
-highfloat textureProjOffset(sampler2DShadow sampler, highfloat4 P, int2 offset);
-highfloat textureProjOffset(sampler2DShadow sampler, highfloat4 P, int2 offset, highfloat bias);
-$gfloat4 textureLodOffset($gsampler1D sampler, highfloat P, highfloat lod, int offset);
-$gfloat4 textureLodOffset($gsampler2D sampler, highfloat2 P, highfloat lod, int2 offset);
-$gfloat4 textureLodOffset($gsampler3D sampler, highfloat3 P, highfloat lod, int3 offset);
-highfloat textureLodOffset(sampler1DShadow sampler, highfloat3 P, highfloat lod, int offset);
-highfloat textureLodOffset(sampler2DShadow sampler, highfloat3 P, highfloat lod, int2 offset);
-$gfloat4 textureLodOffset($gsampler1DArray sampler, highfloat2 P, highfloat lod, int offset);
-$gfloat4 textureLodOffset($gsampler2DArray sampler, highfloat3 P, highfloat lod, int2 offset);
-highfloat textureLodOffset(sampler1DArrayShadow sampler, highfloat3 P, highfloat lod, int offset);
-$gfloat4 textureProjLod($gsampler1D sampler, highfloat2 P, highfloat lod);
-$gfloat4 textureProjLod($gsampler1D sampler, highfloat4 P, highfloat lod);
-$gfloat4 textureProjLod($gsampler2D sampler, highfloat3 P, highfloat lod);
-$gfloat4 textureProjLod($gsampler2D sampler, highfloat4 P, highfloat lod);
-$gfloat4 textureProjLod($gsampler3D sampler, highfloat4 P, highfloat lod);
-highfloat textureProjLod(sampler1DShadow sampler, highfloat4 P, highfloat lod);
-highfloat textureProjLod(sampler2DShadow sampler, highfloat4 P, highfloat lod);
-$gfloat4 textureProjLodOffset($gsampler1D sampler, highfloat2 P, highfloat lod, int offset);
-$gfloat4 textureProjLodOffset($gsampler1D sampler, highfloat4 P, highfloat lod, int offset);
-$gfloat4 textureProjLodOffset($gsampler2D sampler, highfloat3 P, highfloat lod, int2 offset);
-$gfloat4 textureProjLodOffset($gsampler2D sampler, highfloat4 P, highfloat lod, int2 offset);
-$gfloat4 textureProjLodOffset($gsampler3D sampler, highfloat4 P, highfloat lod, int3 offset);
-highfloat textureProjLodOffset(sampler1DShadow sampler, highfloat4 P, highfloat lod, int offset);
-highfloat textureProjLodOffset(sampler2DShadow sampler, highfloat4 P, highfloat lod, int2 offset);
-$gfloat4 textureGrad($gsampler1D sampler, highfloat P, highfloat dPdx, highfloat dPdy);
-$gfloat4 textureGrad($gsampler2D sampler, highfloat2 P, highfloat2 dPdx, highfloat2 dPdy);
-$gfloat4 textureGrad($gsampler3D sampler, highfloat3 P, highfloat3 dPdx, highfloat3 dPdy);
-$gfloat4 textureGrad($gsamplerCube sampler, highfloat3 P, highfloat3 dPdx, highfloat3 dPdy);
-$gfloat4 textureGrad($gsampler2DRect sampler, highfloat2 P, highfloat2 dPdx, highfloat2 dPdy);
-highfloat textureGrad(sampler2DRectShadow sampler, highfloat3 P, highfloat2 dPdx, highfloat2 dPdy);
-highfloat textureGrad(sampler1DShadow sampler, highfloat3 P, highfloat dPdx, highfloat dPdy);
-highfloat textureGrad(sampler2DShadow sampler, highfloat3 P, highfloat2 dPdx, highfloat2 dPdy);
-highfloat textureGrad(samplerCubeShadow sampler, highfloat4 P, highfloat3 dPdx, highfloat3 dPdy);
-$gfloat4 textureGrad($gsampler1DArray sampler, highfloat2 P, highfloat dPdx, highfloat dPdy);
-$gfloat4 textureGrad($gsampler2DArray sampler, highfloat3 P, highfloat2 dPdx, highfloat2 dPdy);
-highfloat textureGrad(sampler1DArrayShadow sampler, highfloat3 P, highfloat dPdx, highfloat dPdy);
-highfloat textureGrad(sampler2DArrayShadow sampler, highfloat4 P, highfloat2 dPdx, highfloat2 dPdy);
-$gfloat4 textureGrad($gsamplerCubeArray sampler, highfloat4 P, highfloat3 dPdx, highfloat3 dPdy);
-$gfloat4 textureGradOffset($gsampler1D sampler, highfloat P, highfloat dPdx, highfloat dPdy, int offset);
-$gfloat4 textureGradOffset($gsampler2D sampler, highfloat2 P, highfloat2 dPdx, highfloat2 dPdy, int2 offset);
-$gfloat4 textureGradOffset($gsampler3D sampler, highfloat3 P, highfloat3 dPdx, highfloat3 dPdy, int3 offset);
-$gfloat4 textureGradOffset($gsampler2DRect sampler, highfloat2 P, highfloat2 dPdx, highfloat2 dPdy, int2 offset);
-highfloat textureGradOffset(sampler2DRectShadow sampler, highfloat3 P, highfloat2 dPdx, highfloat2 dPdy, int2 offset);
-highfloat textureGradOffset(sampler1DShadow sampler, highfloat3 P, highfloat dPdx, highfloat dPdy, int offset );
-highfloat textureGradOffset(sampler2DShadow sampler, highfloat3 P, highfloat2 dPdx, highfloat2 dPdy, int2 offset);
-$gfloat4 textureGradOffset($gsampler1DArray sampler, highfloat2 P, highfloat dPdx, highfloat dPdy, int offset);
-$gfloat4 textureGradOffset($gsampler2DArray sampler, highfloat3 P, highfloat2 dPdx, highfloat2 dPdy, int2 offset);
-highfloat textureGradOffset(sampler1DArrayShadow sampler, highfloat3 P, highfloat dPdx, highfloat dPdy, int offset);
-highfloat textureGradOffset(sampler2DArrayShadow sampler, highfloat4 P, highfloat2 dPdx, highfloat2 dPdy, int2 offset);
-$gfloat4 textureProjGrad($gsampler1D sampler, highfloat2 P, highfloat dPdx, highfloat dPdy);
-$gfloat4 textureProjGrad($gsampler1D sampler, highfloat4 P, highfloat dPdx, highfloat dPdy);
-$gfloat4 textureProjGrad($gsampler2D sampler, highfloat3 P, highfloat2 dPdx, highfloat2 dPdy);
-$gfloat4 textureProjGrad($gsampler2D sampler, highfloat4 P, highfloat2 dPdx, highfloat2 dPdy);
-$gfloat4 textureProjGrad($gsampler3D sampler, highfloat4 P, highfloat3 dPdx, highfloat3 dPdy);
-$gfloat4 textureProjGrad($gsampler2DRect sampler, highfloat3 P, highfloat2 dPdx, highfloat2 dPdy);
-$gfloat4 textureProjGrad($gsampler2DRect sampler, highfloat4 P, highfloat2 dPdx, highfloat2 dPdy);
-highfloat textureProjGrad(sampler2DRectShadow sampler, highfloat4 P, highfloat2 dPdx, highfloat2 dPdy);
-highfloat textureProjGrad(sampler1DShadow sampler, highfloat4 P, highfloat dPdx, highfloat dPdy);
-highfloat textureProjGrad(sampler2DShadow sampler, highfloat4 P, highfloat2 dPdx, highfloat2 dPdy);
-$gfloat4 textureProjGradOffset($gsampler1D sampler, highfloat2 P, highfloat dPdx, highfloat dPdy, int offset);
-$gfloat4 textureProjGradOffset($gsampler1D sampler, highfloat4 P, highfloat dPdx, highfloat dPdy, int offset);
-$gfloat4 textureProjGradOffset($gsampler2D sampler, highfloat3 P, highfloat2 dPdx, highfloat2 dPdy, int2 offset);
-$gfloat4 textureProjGradOffset($gsampler2D sampler, highfloat4 P, highfloat2 dPdx, highfloat2 dPdy, int2 offset);
-$gfloat4 textureProjGradOffset($gsampler2DRect sampler, highfloat3 P, highfloat2 dPdx, highfloat2 dPdy, int2 offset);
-$gfloat4 textureProjGradOffset($gsampler2DRect sampler, highfloat4 P, highfloat2 dPdx, highfloat2 dPdy, int2 offset);
-highfloat textureProjGradOffset(sampler2DRectShadow sampler, highfloat4 P, highfloat2 dPdx, highfloat2 dPdy, int2 offset);
-$gfloat4 textureProjGradOffset($gsampler3D sampler, highfloat4 P, highfloat3 dPdx, highfloat3 dPdy, int3 offset);
-highfloat textureProjGradOffset(sampler1DShadow sampler, highfloat4 P, highfloat dPdx, highfloat dPdy, int offset);
-highfloat textureProjGradOffset(sampler2DShadow sampler, highfloat4 P, highfloat2 dPdx, highfloat2 dPdy, int2 offset);
-$gfloat4 textureGather($gsampler2D sampler, highfloat2 P);
-$gfloat4 textureGather($gsampler2D sampler, highfloat2 P, int comp);
-$gfloat4 textureGather($gsampler2DArray sampler, highfloat3 P);
-$gfloat4 textureGather($gsampler2DArray sampler, highfloat3 P, int comp);
-$gfloat4 textureGather($gsamplerCube sampler, highfloat3 P);
-$gfloat4 textureGather($gsamplerCube sampler, highfloat3 P, int comp);
-$gfloat4 textureGather($gsamplerCubeArray sampler, highfloat4 P);
-$gfloat4 textureGather($gsamplerCubeArray sampler, highfloat4 P, int comp);
-$gfloat4 textureGather($gsampler2DRect sampler, highfloat2 P);
-$gfloat4 textureGather($gsampler2DRect sampler, highfloat2 P, int comp);
-highfloat4 textureGather(sampler2DShadow sampler, highfloat2 P, highfloat refZ);
-highfloat4 textureGather(sampler2DArrayShadow sampler, highfloat3 P, highfloat refZ);
-highfloat4 textureGather(samplerCubeShadow sampler, highfloat3 P, highfloat refZ);
-highfloat4 textureGather(samplerCubeArrayShadow sampler, highfloat4 P, highfloat refZ);
-highfloat4 textureGather(sampler2DRectShadow sampler, highfloat2 P, highfloat refZ);
-$gfloat4 textureGatherOffset($gsampler2D sampler, highfloat2 P, int2 offset);
-$gfloat4 textureGatherOffset($gsampler2D sampler, highfloat2 P, int2 offset, int comp);
-$gfloat4 textureGatherOffset($gsampler2DArray sampler, highfloat3 P, int2 offset);
-$gfloat4 textureGatherOffset($gsampler2DArray sampler, highfloat3 P, int2 offset, int comp);
-$gfloat4 textureGatherOffset($gsampler2DRect sampler, highfloat2 P, int2 offset);
-$gfloat4 textureGatherOffset($gsampler2DRect sampler, highfloat2 P, int2 offset, int comp);
-highfloat4 textureGatherOffset(sampler2DShadow sampler, highfloat2 P, highfloat refZ, int2 offset);
-highfloat4 textureGatherOffset(sampler2DArrayShadow sampler, highfloat3 P, highfloat refZ, int2 offset);
-highfloat4 textureGatherOffset(sampler2DRectShadow sampler, highfloat2 P, highfloat refZ, int2 offset);
-$gfloat4 textureGatherOffsets($gsampler2D sampler, highfloat2 P, int2 offsets[4]);
-$gfloat4 textureGatherOffsets($gsampler2D sampler, highfloat2 P, int2 offsets[4], int comp);
-$gfloat4 textureGatherOffsets($gsampler2DArray sampler, highfloat3 P, int2 offsets[4]);
-$gfloat4 textureGatherOffsets($gsampler2DArray sampler, highfloat3 P, int2 offsets[4], int comp);
-$gfloat4 textureGatherOffsets($gsampler2DRect sampler, highfloat2 P, int2 offsets[4]);
-$gfloat4 textureGatherOffsets($gsampler2DRect sampler, highfloat2 P, int2 offsets[4], int comp);
-highfloat4 textureGatherOffsets(sampler2DShadow sampler, highfloat2 P, highfloat refZ, int2 offsets[4]);
-highfloat4 textureGatherOffsets(sampler2DArrayShadow sampler, highfloat3 P, highfloat refZ, int2 offsets[4]);
-highfloat4 textureGatherOffsets(sampler2DRectShadow sampler, highfloat2 P, highfloat refZ, int2 offsets[4]);
+$gfloat4 textureProjOffset($gsampler1D sampler, float2 P, int offset);
+$gfloat4 textureProjOffset($gsampler1D sampler, float2 P, int offset, float bias);
+$gfloat4 textureProjOffset($gsampler1D sampler, float4 P, int offset);
+$gfloat4 textureProjOffset($gsampler1D sampler, float4 P, int offset, float bias);
+$gfloat4 textureProjOffset($gsampler2D sampler, float3 P, int2 offset);
+$gfloat4 textureProjOffset($gsampler2D sampler, float3 P, int2 offset, float bias);
+$gfloat4 textureProjOffset($gsampler2D sampler, float4 P, int2 offset);
+$gfloat4 textureProjOffset($gsampler2D sampler, float4 P, int2 offset, float bias);
+$gfloat4 textureProjOffset($gsampler3D sampler, float4 P, int3 offset);
+$gfloat4 textureProjOffset($gsampler3D sampler, float4 P, int3 offset, float bias);
+$gfloat4 textureProjOffset($gsampler2DRect sampler, float3 P, int2 offset);
+$gfloat4 textureProjOffset($gsampler2DRect sampler, float4 P, int2 offset);
+float textureProjOffset(sampler2DRectShadow sampler, float4 P, int2 offset);
+float textureProjOffset(sampler1DShadow sampler, float4 P, int offset);
+float textureProjOffset(sampler1DShadow sampler, float4 P, int offset, float bias);
+float textureProjOffset(sampler2DShadow sampler, float4 P, int2 offset);
+float textureProjOffset(sampler2DShadow sampler, float4 P, int2 offset, float bias);
+$gfloat4 textureLodOffset($gsampler1D sampler, float P, float lod, int offset);
+$gfloat4 textureLodOffset($gsampler2D sampler, float2 P, float lod, int2 offset);
+$gfloat4 textureLodOffset($gsampler3D sampler, float3 P, float lod, int3 offset);
+float textureLodOffset(sampler1DShadow sampler, float3 P, float lod, int offset);
+float textureLodOffset(sampler2DShadow sampler, float3 P, float lod, int2 offset);
+$gfloat4 textureLodOffset($gsampler1DArray sampler, float2 P, float lod, int offset);
+$gfloat4 textureLodOffset($gsampler2DArray sampler, float3 P, float lod, int2 offset);
+float textureLodOffset(sampler1DArrayShadow sampler, float3 P, float lod, int offset);
+$gfloat4 textureProjLod($gsampler1D sampler, float2 P, float lod);
+$gfloat4 textureProjLod($gsampler1D sampler, float4 P, float lod);
+$gfloat4 textureProjLod($gsampler2D sampler, float3 P, float lod);
+$gfloat4 textureProjLod($gsampler2D sampler, float4 P, float lod);
+$gfloat4 textureProjLod($gsampler3D sampler, float4 P, float lod);
+float textureProjLod(sampler1DShadow sampler, float4 P, float lod);
+float textureProjLod(sampler2DShadow sampler, float4 P, float lod);
+$gfloat4 textureProjLodOffset($gsampler1D sampler, float2 P, float lod, int offset);
+$gfloat4 textureProjLodOffset($gsampler1D sampler, float4 P, float lod, int offset);
+$gfloat4 textureProjLodOffset($gsampler2D sampler, float3 P, float lod, int2 offset);
+$gfloat4 textureProjLodOffset($gsampler2D sampler, float4 P, float lod, int2 offset);
+$gfloat4 textureProjLodOffset($gsampler3D sampler, float4 P, float lod, int3 offset);
+float textureProjLodOffset(sampler1DShadow sampler, float4 P, float lod, int offset);
+float textureProjLodOffset(sampler2DShadow sampler, float4 P, float lod, int2 offset);
+$gfloat4 textureGrad($gsampler1D sampler, float P, float dPdx, float dPdy);
+$gfloat4 textureGrad($gsampler2D sampler, float2 P, float2 dPdx, float2 dPdy);
+$gfloat4 textureGrad($gsampler3D sampler, float3 P, float3 dPdx, float3 dPdy);
+$gfloat4 textureGrad($gsamplerCube sampler, float3 P, float3 dPdx, float3 dPdy);
+$gfloat4 textureGrad($gsampler2DRect sampler, float2 P, float2 dPdx, float2 dPdy);
+float textureGrad(sampler2DRectShadow sampler, float3 P, float2 dPdx, float2 dPdy);
+float textureGrad(sampler1DShadow sampler, float3 P, float dPdx, float dPdy);
+float textureGrad(sampler2DShadow sampler, float3 P, float2 dPdx, float2 dPdy);
+float textureGrad(samplerCubeShadow sampler, float4 P, float3 dPdx, float3 dPdy);
+$gfloat4 textureGrad($gsampler1DArray sampler, float2 P, float dPdx, float dPdy);
+$gfloat4 textureGrad($gsampler2DArray sampler, float3 P, float2 dPdx, float2 dPdy);
+float textureGrad(sampler1DArrayShadow sampler, float3 P, float dPdx, float dPdy);
+float textureGrad(sampler2DArrayShadow sampler, float4 P, float2 dPdx, float2 dPdy);
+$gfloat4 textureGrad($gsamplerCubeArray sampler, float4 P, float3 dPdx, float3 dPdy);
+$gfloat4 textureGradOffset($gsampler1D sampler, float P, float dPdx, float dPdy, int offset);
+$gfloat4 textureGradOffset($gsampler2D sampler, float2 P, float2 dPdx, float2 dPdy, int2 offset);
+$gfloat4 textureGradOffset($gsampler3D sampler, float3 P, float3 dPdx, float3 dPdy, int3 offset);
+$gfloat4 textureGradOffset($gsampler2DRect sampler, float2 P, float2 dPdx, float2 dPdy, int2 offset);
+float textureGradOffset(sampler2DRectShadow sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset);
+float textureGradOffset(sampler1DShadow sampler, float3 P, float dPdx, float dPdy, int offset );
+float textureGradOffset(sampler2DShadow sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset);
+$gfloat4 textureGradOffset($gsampler1DArray sampler, float2 P, float dPdx, float dPdy, int offset);
+$gfloat4 textureGradOffset($gsampler2DArray sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset);
+float textureGradOffset(sampler1DArrayShadow sampler, float3 P, float dPdx, float dPdy, int offset);
+float textureGradOffset(sampler2DArrayShadow sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset);
+$gfloat4 textureProjGrad($gsampler1D sampler, float2 P, float dPdx, float dPdy);
+$gfloat4 textureProjGrad($gsampler1D sampler, float4 P, float dPdx, float dPdy);
+$gfloat4 textureProjGrad($gsampler2D sampler, float3 P, float2 dPdx, float2 dPdy);
+$gfloat4 textureProjGrad($gsampler2D sampler, float4 P, float2 dPdx, float2 dPdy);
+$gfloat4 textureProjGrad($gsampler3D sampler, float4 P, float3 dPdx, float3 dPdy);
+$gfloat4 textureProjGrad($gsampler2DRect sampler, float3 P, float2 dPdx, float2 dPdy);
+$gfloat4 textureProjGrad($gsampler2DRect sampler, float4 P, float2 dPdx, float2 dPdy);
+float textureProjGrad(sampler2DRectShadow sampler, float4 P, float2 dPdx, float2 dPdy);
+float textureProjGrad(sampler1DShadow sampler, float4 P, float dPdx, float dPdy);
+float textureProjGrad(sampler2DShadow sampler, float4 P, float2 dPdx, float2 dPdy);
+$gfloat4 textureProjGradOffset($gsampler1D sampler, float2 P, float dPdx, float dPdy, int offset);
+$gfloat4 textureProjGradOffset($gsampler1D sampler, float4 P, float dPdx, float dPdy, int offset);
+$gfloat4 textureProjGradOffset($gsampler2D sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset);
+$gfloat4 textureProjGradOffset($gsampler2D sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset);
+$gfloat4 textureProjGradOffset($gsampler2DRect sampler, float3 P, float2 dPdx, float2 dPdy, int2 offset);
+$gfloat4 textureProjGradOffset($gsampler2DRect sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset);
+float textureProjGradOffset(sampler2DRectShadow sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset);
+$gfloat4 textureProjGradOffset($gsampler3D sampler, float4 P, float3 dPdx, float3 dPdy, int3 offset);
+float textureProjGradOffset(sampler1DShadow sampler, float4 P, float dPdx, float dPdy, int offset);
+float textureProjGradOffset(sampler2DShadow sampler, float4 P, float2 dPdx, float2 dPdy, int2 offset);
+$gfloat4 textureGather($gsampler2D sampler, float2 P);
+$gfloat4 textureGather($gsampler2D sampler, float2 P, int comp);
+$gfloat4 textureGather($gsampler2DArray sampler, float3 P);
+$gfloat4 textureGather($gsampler2DArray sampler, float3 P, int comp);
+$gfloat4 textureGather($gsamplerCube sampler, float3 P);
+$gfloat4 textureGather($gsamplerCube sampler, float3 P, int comp);
+$gfloat4 textureGather($gsamplerCubeArray sampler, float4 P);
+$gfloat4 textureGather($gsamplerCubeArray sampler, float4 P, int comp);
+$gfloat4 textureGather($gsampler2DRect sampler, float2 P);
+$gfloat4 textureGather($gsampler2DRect sampler, float2 P, int comp);
+float4 textureGather(sampler2DShadow sampler, float2 P, float refZ);
+float4 textureGather(sampler2DArrayShadow sampler, float3 P, float refZ);
+float4 textureGather(samplerCubeShadow sampler, float3 P, float refZ);
+float4 textureGather(samplerCubeArrayShadow sampler, float4 P, float refZ);
+float4 textureGather(sampler2DRectShadow sampler, float2 P, float refZ);
+$gfloat4 textureGatherOffset($gsampler2D sampler, float2 P, int2 offset);
+$gfloat4 textureGatherOffset($gsampler2D sampler, float2 P, int2 offset, int comp);
+$gfloat4 textureGatherOffset($gsampler2DArray sampler, float3 P, int2 offset);
+$gfloat4 textureGatherOffset($gsampler2DArray sampler, float3 P, int2 offset, int comp);
+$gfloat4 textureGatherOffset($gsampler2DRect sampler, float2 P, int2 offset);
+$gfloat4 textureGatherOffset($gsampler2DRect sampler, float2 P, int2 offset, int comp);
+float4 textureGatherOffset(sampler2DShadow sampler, float2 P, float refZ, int2 offset);
+float4 textureGatherOffset(sampler2DArrayShadow sampler, float3 P, float refZ, int2 offset);
+float4 textureGatherOffset(sampler2DRectShadow sampler, float2 P, float refZ, int2 offset);
+$gfloat4 textureGatherOffsets($gsampler2D sampler, float2 P, int2 offsets[4]);
+$gfloat4 textureGatherOffsets($gsampler2D sampler, float2 P, int2 offsets[4], int comp);
+$gfloat4 textureGatherOffsets($gsampler2DArray sampler, float3 P, int2 offsets[4]);
+$gfloat4 textureGatherOffsets($gsampler2DArray sampler, float3 P, int2 offsets[4], int comp);
+$gfloat4 textureGatherOffsets($gsampler2DRect sampler, float2 P, int2 offsets[4]);
+$gfloat4 textureGatherOffsets($gsampler2DRect sampler, float2 P, int2 offsets[4], int comp);
+float4 textureGatherOffsets(sampler2DShadow sampler, float2 P, float refZ, int2 offsets[4]);
+float4 textureGatherOffsets(sampler2DArrayShadow sampler, float3 P, float refZ, int2 offsets[4]);
+float4 textureGatherOffsets(sampler2DRectShadow sampler, float2 P, float refZ, int2 offsets[4]);
uint atomicCounterIncrement(atomic_uint c);
uint atomicCounter(atomic_uint c);
uint atomicAdd(inout uint mem, uint data);
@@ -534,18 +534,18 @@ int atomicCompSwap(inout int mem, int compare, int data);
*/
// section 8.12 Additional Image Functions will go here if and when we add
// support for them
-highfloat4 imageLoad(image2D image, int2 P);
+float4 imageLoad(image2D image, int2 P);
int4 imageLoad(iimage2D image, int2 P);
$genType dFdx($genType p);
$genType dFdy($genType p);
-highfloat interpolateAtSample(highfloat interpolant, int sample);
-highfloat2 interpolateAtSample(highfloat2 interpolant, int sample);
-highfloat3 interpolateAtSample(highfloat3 interpolant, int sample);
-highfloat4 interpolateAtSample(highfloat4 interpolant, int sample);
-highfloat interpolateAtOffset(highfloat interpolant, highfloat2 offset);
-highfloat2 interpolateAtOffset(highfloat2 interpolant, highfloat2 offset);
-highfloat3 interpolateAtOffset(highfloat3 interpolant, highfloat2 offset);
-highfloat4 interpolateAtOffset(highfloat4 interpolant, highfloat2 offset);
+float interpolateAtSample(float interpolant, int sample);
+float2 interpolateAtSample(float2 interpolant, int sample);
+float3 interpolateAtSample(float3 interpolant, int sample);
+float4 interpolateAtSample(float4 interpolant, int sample);
+float interpolateAtOffset(float interpolant, float2 offset);
+float2 interpolateAtOffset(float2 interpolant, float2 offset);
+float3 interpolateAtOffset(float3 interpolant, float2 offset);
+float4 interpolateAtOffset(float4 interpolant, float2 offset);
/*
$genType fwidth($genType p);