diff options
Diffstat (limited to 'src/sksl/sksl.include')
-rw-r--r-- | src/sksl/sksl.include | 532 |
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); |