forked from qt-creator/qt-creator
		
	Task-number: QTCREATORBUG-24068 Change-Id: Id49f341881262b2398766513720ed38ba5c0deeb Reviewed-by: Eike Ziller <eike.ziller@qt.io>
		
			
				
	
	
		
			807 lines
		
	
	
		
			31 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			807 lines
		
	
	
		
			31 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| /****************************************************************************
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| **
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| ** Copyright (C) 2020 The Qt Company Ltd.
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| ** Contact: https://www.qt.io/licensing/
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| **
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| ** This file is part of Qt Creator.
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| **
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| ** Commercial License Usage
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| ** Licensees holding valid commercial Qt licenses may use this file in
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| ** accordance with the commercial license agreement provided with the
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| ** Software or, alternatively, in accordance with the terms contained in
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| ** a written agreement between you and The Qt Company. For licensing terms
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| ** and conditions see https://www.qt.io/terms-conditions. For further
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| ** information use the contact form at https://www.qt.io/contact-us.
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| **
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| ** GNU General Public License Usage
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| ** Alternatively, this file may be used under the terms of the GNU
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| ** General Public License version 3 as published by the Free Software
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| ** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
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| ** included in the packaging of this file. Please review the following
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| ** information to ensure the GNU General Public License requirements will
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| ** be met: https://www.gnu.org/licenses/gpl-3.0.html.
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| **
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| ****************************************************************************/
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| 
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| // Built-in constants.
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| const int gl_MaxVertexAttribs = 16;
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| const int gl_MaxVertexUniformComponents = 1024;
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| const int gl_MaxVaryingFloats = 60;            // Deprecated
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| const int gl_MaxVaryingComponents = 60;        // Deprecated
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| const int gl_MaxVertexOutputComponents = 64;
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| const int gl_MaxGeometryInputComponents = 64;
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| const int gl_MaxGeometryOutputComponents = 128;
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| const int gl_MaxFragmentInputComponents = 128;
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| const int gl_MaxVertexTextureImageUnits = 16;
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| const int gl_MaxCombinedTextureImageUnits = 48;
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| const int gl_MaxTextureImageUnits = 16;
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| const int gl_MaxFragmentUniformComponents = 1024;
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| const int gl_MaxDrawBuffers = 8;
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| const int gl_MaxClipDistances = 8;
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| const int gl_MaxGeometryTextureImageUnits = 16;
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| const int gl_MaxGeometryOutputVertices = 256;
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| const int gl_MaxGeometryTotalOutputComponents = 1024;
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| const int gl_MaxGeometryUniformComponents = 1024;
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| const int gl_MaxGeometryVaryingComponents = 64;
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| 
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| // Compatibility profile built-in constants.
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| const int gl_MaxTextureUnits = 2;
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| const int gl_MaxTextureCoords = 8;
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| const int gl_MaxClipPlanes = 8;
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| 
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| // Built-in uniform state.
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| struct gl_DepthRangeParameters {
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|     highp float near;
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|     highp float far;
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|     highp float diff;
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| };
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| uniform gl_DepthRangeParameters gl_DepthRange;
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| uniform lowp int gl_NumSamples;
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| 
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| // Compatibility profile built-in uniform state.
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| uniform mat4 gl_ModelViewMatrix;
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| uniform mat4 gl_ProjectionMatrix;
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| uniform mat4 gl_ModelViewProjectionMatrix;
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| uniform mat4 gl_TextureMatrix[gl_MaxTextureCoords];
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| uniform mat3 gl_NormalMatrix;
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| uniform mat4 gl_ModelViewMatrixInverse;
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| uniform mat4 gl_ProjectionMatrixInverse;
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| uniform mat4 gl_ModelViewProjectionMatrixInverse;
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| uniform mat4 gl_TextureMatrixInverse[gl_MaxTextureCoords];
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| uniform mat4 gl_ModelViewMatrixTranspose;
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| uniform mat4 gl_ProjectionMatrixTranspose;
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| uniform mat4 gl_ModelViewProjectionMatrixTranspose;
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| uniform mat4 gl_TextureMatrixTranspose[gl_MaxTextureCoords];
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| uniform mat4 gl_ModelViewMatrixInverseTranspose;
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| uniform mat4 gl_ProjectionMatrixInverseTranspose;
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| uniform mat4 gl_ModelViewProjectionMatrixInverseTranspose;
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| uniform mat4 gl_TextureMatrixInverseTranspose[gl_MaxTextureCoords];
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| uniform float gl_NormalScale;
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| uniform vec4 gl_ClipPlane[gl_MaxClipPlanes];
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| 
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| struct gl_PointParameters {
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|     float size;
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|     float sizeMin;
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|     float sizeMax;
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|     float fadeThresholdSize;
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|     float distanceConstantAttenuation;
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|     float distanceLinearAttenuation;
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|     float distanceQuadraticAttenuation;
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| };
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| uniform gl_PointParameters gl_Point;
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| 
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| struct gl_MaterialParameters {
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|     vec4 emission;
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|     vec4 ambient;
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|     vec4 diffuse;
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|     vec4 specular;
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|     float shininess;
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| };
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| uniform gl_MaterialParameters gl_FrontMaterial;
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| uniform gl_MaterialParameters gl_BackMaterial;
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| 
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| struct gl_LightSourceParameters {
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|     vec4 ambient;
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|     vec4 diffuse;
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|     vec4 specular;
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|     vec4 position;
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|     vec4 halfVector;
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|     vec3 spotDirection;
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|     float spotExponent;
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|     float spotCutoff;
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|     float spotCosCutoff;
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|     float constantAttenuation;
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|     float linearAttenuation;
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|     float quadraticAttenuation;
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| };
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| uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights];
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| 
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| struct gl_LightModelParameters {
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|     vec4 ambient;
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| };
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| uniform gl_LightModelParameters gl_LightModel;
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| 
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| struct gl_LightModelProducts {
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|     vec4 sceneColor;
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| };
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| uniform gl_LightModelProducts gl_FrontLightModelProduct;
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| uniform gl_LightModelProducts gl_BackLightModelProduct;
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| 
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| struct gl_LightProducts {
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|     vec4 ambient;
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|     vec4 diffuse;
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|     vec4 specular;
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| };
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| uniform gl_LightProducts gl_FrontLightProduct[gl_MaxLights];
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| uniform gl_LightProducts gl_BackLightProduct[gl_MaxLights];
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| 
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| uniform vec4 gl_TextureEnvColor[gl_MaxTextureUnits];
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| uniform vec4 gl_EyePlaneS[gl_MaxTextureCoords];
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| uniform vec4 gl_EyePlaneT[gl_MaxTextureCoords];
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| uniform vec4 gl_EyePlaneR[gl_MaxTextureCoords];
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| uniform vec4 gl_EyePlaneQ[gl_MaxTextureCoords];
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| uniform vec4 gl_ObjectPlaneS[gl_MaxTextureCoords];
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| uniform vec4 gl_ObjectPlaneT[gl_MaxTextureCoords];
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| uniform vec4 gl_ObjectPlaneR[gl_MaxTextureCoords];
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| uniform vec4 gl_ObjectPlaneQ[gl_MaxTextureCoords];
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| 
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| struct gl_FogParameters {
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|     vec4 color;
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|     float density;
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|     float start;
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|     float end;
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|     float scale;
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| };
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| uniform gl_FogParameters gl_Fog;
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| 
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| // Angle and trigonometry functions.
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| float radians(float degrees);
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| vec2 radians(vec2 degrees);
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| vec3 radians(vec3 degrees);
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| vec4 radians(vec4 degrees);
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| float degrees(float radians);
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| vec2 degrees(vec2 radians);
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| vec3 degrees(vec3 radians);
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| vec4 degrees(vec4 radians);
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| float sin(float angle);
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| vec2 sin(vec2 angle);
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| vec3 sin(vec3 angle);
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| vec4 sin(vec4 angle);
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| float cos(float angle);
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| vec2 cos(vec2 angle);
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| vec3 cos(vec3 angle);
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| vec4 cos(vec4 angle);
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| float tan(float angle);
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| vec2 tan(vec2 angle);
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| vec3 tan(vec3 angle);
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| vec4 tan(vec4 angle);
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| float asin(float angle);
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| vec2 asin(vec2 angle);
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| vec3 asin(vec3 angle);
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| vec4 asin(vec4 angle);
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| float acos(float angle);
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| vec2 acos(vec2 angle);
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| vec3 acos(vec3 angle);
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| vec4 acos(vec4 angle);
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| float atan(float y, float x);
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| vec2 atan(vec2 y, vec2 x);
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| vec3 atan(vec3 y, vec3 x);
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| vec4 atan(vec4 y, vec4 x);
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| float atan(float y_over_x);
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| vec2 atan(vec2 y_over_x);
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| vec3 atan(vec3 y_over_x);
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| vec4 atan(vec4 y_over_x);
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| float sinh(float x);
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| vec2 sinh(vec2 x);
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| vec3 sinh(vec3 x);
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| vec4 sinh(vec4 x);
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| float cosh(float x);
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| vec2 cosh(vec2 x);
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| vec3 cosh(vec3 x);
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| vec4 cosh(vec4 x);
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| float tanh(float x);
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| vec2 tanh(vec2 x);
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| vec3 tanh(vec3 x);
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| vec4 tanh(vec4 x);
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| float asinh(float x);
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| vec2 asinh(vec2 x);
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| vec3 asinh(vec3 x);
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| vec4 asinh(vec4 x);
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| float acosh(float x);
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| vec2 acosh(vec2 x);
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| vec3 acosh(vec3 x);
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| vec4 acosh(vec4 x);
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| float atanh(float x);
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| vec2 atanh(vec2 x);
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| vec3 atanh(vec3 x);
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| vec4 atanh(vec4 x);
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| 
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| // Exponential functions.
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| float pow(float x, float y);
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| vec2 pow(vec2 x, vec2 y);
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| vec3 pow(vec3 x, vec3 y);
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| vec4 pow(vec4 x, vec4 y);
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| float exp(float x);
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| vec2 exp(vec2 x);
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| vec3 exp(vec3 x);
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| vec4 exp(vec4 x);
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| float log(float x);
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| vec2 log(vec2 x);
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| vec3 log(vec3 x);
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| vec4 log(vec4 x);
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| float exp2(float x);
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| vec2 exp2(vec2 x);
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| vec3 exp2(vec3 x);
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| vec4 exp2(vec4 x);
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| float log2(float x);
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| vec2 log2(vec2 x);
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| vec3 log2(vec3 x);
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| vec4 log2(vec4 x);
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| float sqrt(float x);
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| vec2 sqrt(vec2 x);
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| vec3 sqrt(vec3 x);
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| vec4 sqrt(vec4 x);
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| float inversesqrt(float x);
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| vec2 inversesqrt(vec2 x);
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| vec3 inversesqrt(vec3 x);
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| vec4 inversesqrt(vec4 x);
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| 
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| // Common functions.
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| float abs(float x);
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| vec2 abs(vec2 x);
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| vec3 abs(vec3 x);
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| vec4 abs(vec4 x);
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| int abs(int x);
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| ivec2 abs(ivec2 x);
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| ivec3 abs(ivec3 x);
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| ivec4 abs(ivec4 x);
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| float sign(float x);
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| vec2 sign(vec2 x);
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| vec3 sign(vec3 x);
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| vec4 sign(vec4 x);
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| int sign(int x);
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| ivec2 sign(ivec2 x);
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| ivec3 sign(ivec3 x);
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| ivec4 sign(ivec4 x);
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| float floor(float x);
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| vec2 floor(vec2 x);
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| vec3 floor(vec3 x);
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| vec4 floor(vec4 x);
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| float trunc(float x);
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| vec2 trunc(vec2 x);
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| vec3 trunc(vec3 x);
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| vec4 trunc(vec4 x);
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| float round(float x);
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| vec2 round(vec2 x);
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| vec3 round(vec3 x);
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| vec4 round(vec4 x);
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| float roundEven(float x);
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| vec2 roundEven(vec2 x);
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| vec3 roundEven(vec3 x);
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| vec4 roundEven(vec4 x);
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| float ceil(float x);
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| vec2 ceil(vec2 x);
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| vec3 ceil(vec3 x);
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| vec4 ceil(vec4 x);
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| float fract(float x);
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| vec2 fract(vec2 x);
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| vec3 fract(vec3 x);
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| vec4 fract(vec4 x);
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| float mod(float x, float y);
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| vec2 mod(vec2 x, float y);
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| vec3 mod(vec3 x, float y);
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| vec4 mod(vec4 x, float y);
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| vec2 mod(vec2 x, vec2 y);
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| vec3 mod(vec3 x, vec3 y);
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| vec4 mod(vec4 x, vec4 y);
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| float modf(float x, float y);
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| vec2 modf(vec2 x, vec2 y);
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| vec3 modf(vec3 x, vec3 y);
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| vec4 modf(vec4 x, vec4 y);
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| float min(float x, float y);
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| vec2 min(vec2 x, vec2 y);
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| vec3 min(vec3 x, vec3 y);
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| vec4 min(vec4 x, vec4 y);
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| vec2 min(vec2 x, float y);
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| vec3 min(vec3 x, float y);
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| vec4 min(vec4 x, float y);
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| int min(int x, int y);
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| ivec2 min(ivec2 x, ivec2 y);
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| ivec3 min(ivec3 x, ivec3 y);
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| ivec4 min(ivec4 x, ivec4 y);
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| ivec2 min(ivec2 x, int y);
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| ivec3 min(ivec3 x, int y);
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| ivec4 min(ivec4 x, int y);
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| uint min(uint x, uint y);
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| uvec2 min(uvec2 x, uvec2 y);
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| uvec3 min(uvec3 x, uvec3 y);
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| uvec4 min(uvec4 x, uvec4 y);
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| uvec2 min(uvec2 x, uint y);
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| uvec3 min(uvec3 x, uint y);
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| uvec4 min(uvec4 x, uint y);
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| float max(float x, float y);
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| vec2 max(vec2 x, vec2 y);
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| vec3 max(vec3 x, vec3 y);
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| vec4 max(vec4 x, vec4 y);
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| vec2 max(vec2 x, float y);
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| vec3 max(vec3 x, float y);
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| vec4 max(vec4 x, float y);
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| int max(int x, int y);
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| ivec2 max(ivec2 x, ivec2 y);
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| ivec3 max(ivec3 x, ivec3 y);
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| ivec4 max(ivec4 x, ivec4 y);
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| ivec2 max(ivec2 x, int y);
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| ivec3 max(ivec3 x, int y);
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| ivec4 max(ivec4 x, int y);
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| uint max(uint x, uint y);
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| uvec2 max(uvec2 x, uvec2 y);
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| uvec3 max(uvec3 x, uvec3 y);
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| uvec4 max(uvec4 x, uvec4 y);
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| uvec2 max(uvec2 x, uint y);
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| uvec3 max(uvec3 x, uint y);
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| uvec4 max(uvec4 x, uint y);
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| float clamp(float x, float min, float max);
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| vec2 clamp(vec2 x, vec2 min, vec2 max);
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| vec3 clamp(vec3 x, vec3 min, vec3 max);
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| vec4 clamp(vec4 x, vec4 min, vec4 max);
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| vec2 clamp(vec2 x, vec2 min, float max);
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| vec3 clamp(vec3 x, vec3 min, float max);
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| vec4 clamp(vec4 x, vec4 min, float max);
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| int clamp(int x, int min, int max);
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| ivec2 clamp(ivec2 x, ivec2 min, ivec2 max);
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| ivec3 clamp(ivec3 x, ivec3 min, ivec3 max);
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| ivec4 clamp(ivec4 x, ivec4 min, ivec4 max);
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| ivec2 clamp(ivec2 x, ivec2 min, int max);
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| ivec3 clamp(ivec3 x, ivec3 min, int max);
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| ivec4 clamp(ivec4 x, ivec4 min, int max);
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| uint clamp(uint x, uint min, uint max);
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| uvec2 clamp(uvec2 x, uvec2 min, uvec2 max);
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| uvec3 clamp(uvec3 x, uvec3 min, uvec3 max);
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| uvec4 clamp(uvec4 x, uvec4 min, uvec4 max);
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| uvec2 clamp(uvec2 x, uvec2 min, uint max);
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| uvec3 clamp(uvec3 x, uvec3 min, uint max);
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| uvec4 clamp(uvec4 x, uvec4 min, uint max);
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| float mix(float x, float y, float a);
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| vec2 mix(vec2 x, vec2 y, vec2 a);
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| vec3 mix(vec3 x, vec3 y, vec3 a);
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| vec4 mix(vec4 x, vec4 y, vec4 a);
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| vec2 mix(vec2 x, vec2 y, float a);
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| vec3 mix(vec3 x, vec3 y, float a);
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| vec4 mix(vec4 x, vec4 y, float a);
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| float mix(float x, float y, bool a);
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| vec2 mix(vec2 x, vec2 y, bool a);
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| vec3 mix(vec3 x, vec3 y, bool a);
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| vec4 mix(vec4 x, vec4 y, bool a);
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| float mix(float x, float y, bvec2 a);
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| vec2 mix(vec2 x, vec2 y, bvec2 a);
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| vec3 mix(vec3 x, vec3 y, bvec2 a);
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| vec4 mix(vec4 x, vec4 y, bvec2 a);
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| float mix(float x, float y, bvec3 a);
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| vec2 mix(vec2 x, vec2 y, bvec3 a);
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| vec3 mix(vec3 x, vec3 y, bvec3 a);
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| vec4 mix(vec4 x, vec4 y, bvec3 a);
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| float mix(float x, float y, bvec4 a);
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| vec2 mix(vec2 x, vec2 y, bvec4 a);
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| vec3 mix(vec3 x, vec3 y, bvec4 a);
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| vec4 mix(vec4 x, vec4 y, bvec4 a);
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| float step(float edge, float x);
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| vec2 step(vec2 edge, vec2 x);
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| vec3 step(vec3 edge, vec3 x);
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| vec4 step(vec4 edge, vec4 x);
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| vec2 step(float edge, vec2 x);
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| vec3 step(float edge, vec3 x);
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| vec4 step(float edge, vec4 x);
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| float smoothstep(float edge0, float edge1, float x);
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| vec2 smoothstep(vec2 edge0, vec2 edge1, vec2 x);
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| vec3 smoothstep(vec3 edge0, vec3 edge1, vec3 x);
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| vec4 smoothstep(vec4 edge0, vec4 edge1, vec4 x);
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| vec2 smoothstep(float edge0, float edge1, vec2 x);
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| vec3 smoothstep(float edge0, float edge1, vec3 x);
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| vec4 smoothstep(float edge0, float edge1, vec4 x);
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| bool isnan(float x);
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| bvec2 isnan(vec2 x);
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| bvec3 isnan(vec3 x);
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| bvec4 isnan(vec4 x);
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| bool isinf(float x);
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| bvec2 isinf(vec2 x);
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| bvec3 isinf(vec3 x);
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| bvec4 isinf(vec4 x);
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| int floatBitsToInt(float x);
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| ivec2 floatBitsToInt(vec2 x);
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| ivec3 floatBitsToInt(vec3 x);
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| ivec4 floatBitsToInt(vec4 x);
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| uint floatBitsToUint(float x);
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| uvec2 floatBitsToUint(vec2 x);
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| uvec3 floatBitsToUint(vec3 x);
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| uvec4 floatBitsToUint(vec4 x);
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| float intBitsToFloat(int x);
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| vec2 intBitsToFloat(ivec2 x);
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| vec3 intBitsToFloat(ivec3 x);
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| vec4 intBitsToFloat(ivec4 x);
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| float uintBitsToFloat(uint x);
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| vec2 uintBitsToFloat(uvec2 x);
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| vec3 uintBitsToFloat(uvec3 x);
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| vec4 uintBitsToFloat(uvec4 x);
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| 
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| // Geometric functions.
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| float length(float x);
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| float length(vec2 x);
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| float length(vec3 x);
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| float length(vec4 x);
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| float distance(float x, float y);
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| float distance(vec2 x, vec2 y);
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| float distance(vec3 x, vec3 y);
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| float distance(vec4 x, vec4 y);
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| float dot(float x, float y);
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| float dot(vec2 x, vec2 y);
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| float dot(vec3 x, vec3 y);
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| float dot(vec4 x, vec4 y);
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| vec3 cross(vec3 x, vec3 y);
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| float normalize(float x);
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| vec2 normalize(vec2 x);
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| vec3 normalize(vec3 x);
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| vec4 normalize(vec4 x);
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| 
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| // Compatibility profile only.
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| vec4 transform();
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| float faceforward(float n, float i, float nref);
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| vec2 faceforward(vec2 n, vec2 i, vec2 nref);
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| vec3 faceforward(vec3 n, vec3 i, vec3 nref);
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| vec4 faceforward(vec4 n, vec4 i, vec4 nref);
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| float reflect(float n, float i);
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| vec2 reflect(vec2 n, vec2 i);
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| vec3 reflect(vec3 n, vec3 i);
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| vec4 reflect(vec4 n, vec4 i);
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| float refract(float n, float i, float eta);
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| vec2 refract(vec2 n, vec2 i, float eta);
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| vec3 refract(vec3 n, vec3 i, float eta);
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| vec4 refract(vec4 n, vec4 i, float eta);
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| 
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| // Matrix functions.
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| mat2 matrixCompMult(mat2 x, mat2 y);
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| mat3 matrixCompMult(mat3 x, mat3 y);
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| mat4 matrixCompMult(mat4 x, mat4 y);
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| mat2x4 matrixCompMult(mat2x4 x, mat2x4 y);
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| mat4x2 matrixCompMult(mat4x2 x, mat4x2 y);
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| mat2x3 matrixCompMult(mat2x3 x, mat2x3 y);
 | |
| mat3x2 matrixCompMult(mat3x2 x, mat3x2 y);
 | |
| mat3x4 matrixCompMult(mat3x4 x, mat3x4 y);
 | |
| mat4x3 matrixCompMult(mat4x3 x, mat4x3 y);
 | |
| mat2 outerProduct(vec2 c, vec2 r);
 | |
| mat3 outerProduct(vec3 c, vec3 r);
 | |
| mat4 outerProduct(vec4 c, vec4 r);
 | |
| mat2x3 outerProduct(vec3 c, vec2 r);
 | |
| mat3x2 outerProduct(vec2 c, vec3 r);
 | |
| mat2x4 outerProduct(vec4 c, vec2 r);
 | |
| mat4x2 outerProduct(vec2 c, vec4 r);
 | |
| mat3x4 outerProduct(vec4 c, vec3 r);
 | |
| mat4x3 outerProduct(vec3 c, vec4 r);
 | |
| mat2 transpose(mat2 m);
 | |
| mat3 transpose(mat3 m);
 | |
| mat4 transpose(mat4 m);
 | |
| mat2x3 transpose(mat3x2 m);
 | |
| mat3x2 transpose(mat2x3 m);
 | |
| mat2x4 transpose(mat4x2 m);
 | |
| mat4x2 transpose(mat2x4 m);
 | |
| mat3x4 transpose(mat4x3 m);
 | |
| mat4x3 transpose(mat3x4 m);
 | |
| float determinant(mat2 m);
 | |
| float determinant(mat3 m);
 | |
| float determinant(mat4 m);
 | |
| mat2 inverse(mat2 m);
 | |
| mat3 inverse(mat3 m);
 | |
| mat4 inverse(mat4 m);
 | |
| 
 | |
| // Vector relational functions.
 | |
| bvec2 lessThan(vec2 x, vec2 y);
 | |
| bvec3 lessThan(vec3 x, vec3 y);
 | |
| bvec4 lessThan(vec4 x, vec4 y);
 | |
| bvec2 lessThan(ivec2 x, ivec2 y);
 | |
| bvec3 lessThan(ivec3 x, ivec3 y);
 | |
| bvec4 lessThan(ivec4 x, ivec4 y);
 | |
| bvec2 lessThan(uvec2 x, uvec2 y);
 | |
| bvec3 lessThan(uvec3 x, uvec3 y);
 | |
| bvec4 lessThan(uvec4 x, uvec4 y);
 | |
| bvec2 lessThanEqual(vec2 x, vec2 y);
 | |
| bvec3 lessThanEqual(vec3 x, vec3 y);
 | |
| bvec4 lessThanEqual(vec4 x, vec4 y);
 | |
| bvec2 lessThanEqual(ivec2 x, ivec2 y);
 | |
| bvec3 lessThanEqual(ivec3 x, ivec3 y);
 | |
| bvec4 lessThanEqual(ivec4 x, ivec4 y);
 | |
| bvec2 lessThanEqual(uvec2 x, uvec2 y);
 | |
| bvec3 lessThanEqual(uvec3 x, uvec3 y);
 | |
| bvec4 lessThanEqual(uvec4 x, uvec4 y);
 | |
| bvec2 greaterThan(vec2 x, vec2 y);
 | |
| bvec3 greaterThan(vec3 x, vec3 y);
 | |
| bvec4 greaterThan(vec4 x, vec4 y);
 | |
| bvec2 greaterThan(ivec2 x, ivec2 y);
 | |
| bvec3 greaterThan(ivec3 x, ivec3 y);
 | |
| bvec4 greaterThan(ivec4 x, ivec4 y);
 | |
| bvec2 greaterThan(uvec2 x, uvec2 y);
 | |
| bvec3 greaterThan(uvec3 x, uvec3 y);
 | |
| bvec4 greaterThan(uvec4 x, uvec4 y);
 | |
| bvec2 greaterThanEqual(vec2 x, vec2 y);
 | |
| bvec3 greaterThanEqual(vec3 x, vec3 y);
 | |
| bvec4 greaterThanEqual(vec4 x, vec4 y);
 | |
| bvec2 greaterThanEqual(ivec2 x, ivec2 y);
 | |
| bvec3 greaterThanEqual(ivec3 x, ivec3 y);
 | |
| bvec4 greaterThanEqual(ivec4 x, ivec4 y);
 | |
| bvec2 greaterThanEqual(uvec2 x, uvec2 y);
 | |
| bvec3 greaterThanEqual(uvec3 x, uvec3 y);
 | |
| bvec4 greaterThanEqual(uvec4 x, uvec4 y);
 | |
| bvec2 equal(vec2 x, vec2 y);
 | |
| bvec3 equal(vec3 x, vec3 y);
 | |
| bvec4 equal(vec4 x, vec4 y);
 | |
| bvec2 equal(ivec2 x, ivec2 y);
 | |
| bvec3 equal(ivec3 x, ivec3 y);
 | |
| bvec4 equal(ivec4 x, ivec4 y);
 | |
| bvec2 equal(uvec2 x, uvec2 y);
 | |
| bvec3 equal(uvec3 x, uvec3 y);
 | |
| bvec4 equal(uvec4 x, uvec4 y);
 | |
| bvec2 equal(bvec2 x, bvec2 y);
 | |
| bvec3 equal(bvec3 x, bvec3 y);
 | |
| bvec4 equal(bvec4 x, bvec4 y);
 | |
| bvec2 notEqual(vec2 x, vec2 y);
 | |
| bvec3 notEqual(vec3 x, vec3 y);
 | |
| bvec4 notEqual(vec4 x, vec4 y);
 | |
| bvec2 notEqual(ivec2 x, ivec2 y);
 | |
| bvec3 notEqual(ivec3 x, ivec3 y);
 | |
| bvec4 notEqual(ivec4 x, ivec4 y);
 | |
| bvec2 notEqual(uvec2 x, uvec2 y);
 | |
| bvec3 notEqual(uvec3 x, uvec3 y);
 | |
| bvec4 notEqual(uvec4 x, uvec4 y);
 | |
| bvec2 notEqual(bvec2 x, bvec2 y);
 | |
| bvec3 notEqual(bvec3 x, bvec3 y);
 | |
| bvec4 notEqual(bvec4 x, bvec4 y);
 | |
| bool any(bvec2 b);
 | |
| bool any(bvec3 b);
 | |
| bool any(bvec4 b);
 | |
| bool all(bvec2 b);
 | |
| bool all(bvec3 b);
 | |
| bool all(bvec4 b);
 | |
| bvec2 not(bvec2 x);
 | |
| bvec3 not(bvec3 x);
 | |
| bvec4 not(bvec4 x);
 | |
| 
 | |
| // Texture lookup functions.
 | |
| int textureSize(sampler1D sampler, int lod);
 | |
| ivec2 textureSize(sampler2D sampler, int lod);
 | |
| ivec3 textureSize(sampler3D sampler, int lod);
 | |
| ivec2 textureSize(samplerCube sampler, int lod);
 | |
| int textureSize(sampler1DShadow sampler, int lod);
 | |
| ivec2 textureSize(sampler2DShadow sampler, int lod);
 | |
| ivec2 textureSize(samplerCubeShadow sampler, int lod);
 | |
| ivec2 textureSize(sampler2DRect sampler);
 | |
| ivec2 textureSize(sampler2DRectShadow sampler);
 | |
| ivec2 textureSize(sampler1DArray sampler, int lod);
 | |
| ivec3 textureSize(sampler2DArray sampler, int lod);
 | |
| ivec2 textureSize(sampler1DArrayShadow sampler, int lod);
 | |
| ivec3 textureSize(sampler2DArrayShadow sampler, int lod);
 | |
| int textureSize(samplerBuffer sampler);
 | |
| ivec2 textureSize(sampler2DMS sampler);
 | |
| ivec2 textureSize(sampler2DMSArray sampler);
 | |
| vec4 texture(sampler1D sampler, float P);
 | |
| vec4 texture(sampler1D sampler, float P, float bias);
 | |
| vec4 texture(sampler2D sampler, vec2 P);
 | |
| vec4 texture(sampler2D sampler, vec2 P, float bias);
 | |
| vec4 texture(sampler3D sampler, vec3 P);
 | |
| vec4 texture(sampler3D sampler, vec3 P, float bias);
 | |
| vec4 texture(samplerCube sampler, vec3 P);
 | |
| vec4 texture(samplerCube sampler, vec3 P, float bias);
 | |
| float texture(sampler1DShadow sampler, vec3 P);
 | |
| float texture(sampler1DShadow sampler, vec3 P, float bias);
 | |
| float texture(sampler2DShadow sampler, vec3 P);
 | |
| float texture(sampler2DShadow sampler, vec3 P, float bias);
 | |
| float texture(samplerCubeShadow sampler, vec4 P);
 | |
| float texture(samplerCubeShadow sampler, vec4 P, float bias);
 | |
| vec4 texture(sampler1DArray sampler, vec2 P);
 | |
| vec4 texture(sampler1DArray sampler, vec2 P, float bias);
 | |
| vec4 texture(sampler2DArray sampler, vec3 P);
 | |
| vec4 texture(sampler2DArray sampler, vec3 P, float bias);
 | |
| float texture(sampler1DArrayShadow sampler, vec3 P);
 | |
| float texture(sampler1DArrayShadow sampler, vec3 P, float bias);
 | |
| float texture(sampler2DArrayShadow sampler, vec4 P);
 | |
| vec4 texture(sampler2DRect sampler, vec2 P);
 | |
| float texture(sampler2DRectShadow sampler, vec3 P);
 | |
| vec4 textureProj(sampler1D sampler, vec2 P);
 | |
| vec4 textureProj(sampler1D sampler, vec2 P, float bias);
 | |
| vec4 textureProj(sampler1D sampler, vec4 P);
 | |
| vec4 textureProj(sampler1D sampler, vec4 P, float bias);
 | |
| vec4 textureProj(sampler2D sampler, vec3 P);
 | |
| vec4 textureProj(sampler2D sampler, vec3 P, float bias);
 | |
| vec4 textureProj(sampler2D sampler, vec4 P);
 | |
| vec4 textureProj(sampler2D sampler, vec4 P, float bias);
 | |
| vec4 textureProj(sampler3D sampler, vec4 P);
 | |
| vec4 textureProj(sampler3D sampler, vec4 P, float bias);
 | |
| float textureProj(sampler1DShadow sampler, vec4 P);
 | |
| float textureProj(sampler1DShadow sampler, vec4 P, float bias);
 | |
| float textureProj(sampler2DShadow sampler, vec4 P);
 | |
| float textureProj(sampler2DShadow sampler, vec4 P, float bias);
 | |
| vec4 textureProj(sampler2DRect sampler, vec3 P);
 | |
| vec4 textureProj(sampler2DRect sampler, vec4 P);
 | |
| float textureProj(sampler2DRectShadow sampler, vec4 P);
 | |
| vec4 textureLod(sampler1D sampler, float P, float lod);
 | |
| vec4 textureLod(sampler2D sampler, vec2 P, float lod);
 | |
| vec4 textureLod(sampler3D sampler, vec3 P, float lod);
 | |
| vec4 textureLod(samplerCube sampler, vec3 P, float lod);
 | |
| float textureLod(sampler1DShadow sampler, vec3 P, float lod);
 | |
| float textureLod(sampler2DShadow sampler, vec3 P, float lod);
 | |
| vec4 textureLod(sampler1DArray sampler, vec2 P, float lod);
 | |
| vec4 textureLod(sampler2DArray sampler, vec3 P, float lod);
 | |
| float textureLod(sampler1DArrayShadow sampler, vec3 P, float lod);
 | |
| vec4 textureOffset(sampler1D sampler, float P, int offset);
 | |
| vec4 textureOffset(sampler1D sampler, float P, int offset, float bias);
 | |
| vec4 textureOffset(sampler2D sampler, vec2 P, ivec2 offset);
 | |
| vec4 textureOffset(sampler2D sampler, vec2 P, ivec2 offset, float bias);
 | |
| vec4 textureOffset(sampler3D sampler, vec3 P, ivec3 offset);
 | |
| vec4 textureOffset(sampler3D sampler, vec3 P, ivec3 offset, float bias);
 | |
| vec4 textureOffset(sampler2DRect sampler, vec2 P, ivec2 offset);
 | |
| float textureOffset(sampler2DRectShadow sampler, vec3 P, ivec2 offset);
 | |
| float textureOffset(sampler1DShadow sampler, vec3 P, int offset);
 | |
| float textureOffset(sampler1DShadow sampler, vec3 P, int offset, float bias);
 | |
| float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset);
 | |
| float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float bias);
 | |
| vec4 textureOffset(sampler1DArray sampler, vec2 P, int offset);
 | |
| vec4 textureOffset(sampler1DArray sampler, vec2 P, int offset, float bias);
 | |
| vec4 textureOffset(sampler2DArray sampler, vec3 P, ivec2 offset);
 | |
| vec4 textureOffset(sampler2DArray sampler, vec3 P, ivec2 offset, float bias);
 | |
| float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset);
 | |
| float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset, float bias);
 | |
| vec4 texelFetch(sampler1D sampler, int P, int lod);
 | |
| vec4 texelFetch(sampler2D sampler, ivec2 P, int lod);
 | |
| vec4 texelFetch(sampler3D sampler, ivec3 P, int lod);
 | |
| vec4 texelFetch(sampler2DRect sampler, ivec2 P);
 | |
| vec4 texelFetch(sampler1DArray sampler, ivec2 P, int lod);
 | |
| vec4 texelFetch(sampler2DArray sampler, ivec3 P, int lod);
 | |
| vec4 texelFetch(samplerBuffer sampler, int P);
 | |
| vec4 texelFetch(sampler2DMS sampler, ivec2 P, int sampleno);
 | |
| vec4 texelFetch(sampler2DMSArray sampler, ivec3 P, int sampleno);
 | |
| vec4 texelFetchOffset(sampler1D sampler, int P, int lod, int offset);
 | |
| vec4 texelFetchOffset(sampler2D sampler, ivec2 P, int lod, ivec2 offset);
 | |
| vec4 texelFetchOffset(sampler3D sampler, ivec3 P, int lod, ivec3 offset);
 | |
| vec4 texelFetchOffset(sampler2DRect sampler, ivec2 P, ivec2 offset);
 | |
| vec4 texelFetchOffset(sampler1DArray sampler, ivec2 P, int lod, int offset);
 | |
| vec4 texelFetchOffset(sampler2DArray sampler, ivec3 P, int lod, ivec2 offset);
 | |
| vec4 textureProjOffset(sampler1D sampler, vec2 P, int offset);
 | |
| vec4 textureProjOffset(sampler1D sampler, vec2 P, int offset, float bias);
 | |
| vec4 textureProjOffset(sampler1D sampler, vec4 P, int offset);
 | |
| vec4 textureProjOffset(sampler1D sampler, vec4 P, int offset, float bias);
 | |
| vec4 textureProjOffset(sampler2D sampler, vec3 P, ivec2 offset);
 | |
| vec4 textureProjOffset(sampler2D sampler, vec3 P, ivec2 offset, float bias);
 | |
| vec4 textureProjOffset(sampler2D sampler, vec4 P, ivec2 offset);
 | |
| vec4 textureProjOffset(sampler2D sampler, vec4 P, ivec2 offset, float bias);
 | |
| vec4 textureProjOffset(sampler3D sampler, vec4 P, ivec3 offset);
 | |
| vec4 textureProjOffset(sampler3D sampler, vec4 P, ivec3 offset, float bias);
 | |
| vec4 textureProjOffset(sampler2DRect sampler, vec3 P, ivec2 offset);
 | |
| vec4 textureProjOffset(sampler2DRect sampler, vec4 P, ivec2 offset);
 | |
| float textureProjOffset(sampler2DRectShadow sampler, vec4 P, ivec2 offset );
 | |
| float textureProjOffset(sampler1DShadow sampler, vec4 P, int offset);
 | |
| float textureProjOffset(sampler1DShadow sampler, vec4 P, int offset, float bias);
 | |
| float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset);
 | |
| float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset, float bias);
 | |
| vec4 textureLodOffset(sampler1D sampler, float P, float lod, int offset);
 | |
| vec4 textureLodOffset(sampler2D sampler, vec2 P, float lod, ivec2 offset);
 | |
| vec4 textureLodOffset(sampler3D sampler, vec3 P, float lod, ivec3 offset);
 | |
| float textureLodOffset(sampler1DShadow sampler, vec3 P, float lod, int offset);
 | |
| float textureLodOffset(sampler2DShadow sampler, vec3 P, float lod, ivec2 offset);
 | |
| vec4 textureLodOffset(sampler1DArray sampler, vec2 P, float lod, int offset);
 | |
| vec4 textureLodOffset(sampler2DArray sampler, vec3 P, float lod, ivec2 offset);
 | |
| float textureLodOffset(sampler1DArrayShadow sampler, vec3 P, float lod, int offset);
 | |
| vec4 textureProjLod(sampler1D sampler, vec2 P, float lod);
 | |
| vec4 textureProjLod(sampler1D sampler, vec4 P, float lod);
 | |
| vec4 textureProjLod(sampler2D sampler, vec3 P, float lod);
 | |
| vec4 textureProjLod(sampler2D sampler, vec4 P, float lod);
 | |
| vec4 textureProjLod(sampler3D sampler, vec4 P, float lod);
 | |
| float textureProjLod(sampler1DShadow sampler, vec4 P, float lod);
 | |
| float textureProjLod(sampler2DShadow sampler, vec4 P, float lod);
 | |
| vec4 textureProjLodOffset(sampler1D sampler, vec2 P, float lod, int offset);
 | |
| vec4 textureProjLodOffset(sampler1D sampler, vec4 P, float lod, int offset);
 | |
| vec4 textureProjLodOffset(sampler2D sampler, vec3 P, float lod, ivec2 offset);
 | |
| vec4 textureProjLodOffset(sampler2D sampler, vec4 P, float lod, ivec2 offset);
 | |
| vec4 textureProjLodOffset(sampler3D sampler, vec4 P, float lod, ivec3 offset);
 | |
| float textureProjLodOffset(sampler1DShadow sampler, vec4 P, float lod, int offset);
 | |
| float textureProjLodOffset(sampler2DShadow sampler, vec4 P, float lod, ivec2 offset);
 | |
| vec4 textureGrad(sampler1D sampler, float P, float dPdx, float dPdy);
 | |
| vec4 textureGrad(sampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy);
 | |
| vec4 textureGrad(sampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy);
 | |
| vec4 textureGrad(samplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy);
 | |
| vec4 textureGrad(sampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy);
 | |
| float textureGrad(sampler2DRectShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy);
 | |
| float textureGrad(sampler1DShadow sampler, vec3 P, float dPdx, float dPdy);
 | |
| float textureGrad(sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy);
 | |
| float textureGrad(samplerCubeShadow sampler, vec4 P, vec3 dPdx, vec3 dPdy);
 | |
| vec4 textureGrad(sampler1DArray sampler, vec2 P, float dPdx, float dPdy);
 | |
| vec4 textureGrad(sampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy);
 | |
| float textureGrad(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy);
 | |
| float textureGrad(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);
 | |
| vec4 textureGradOffset(sampler1D sampler, float P, float dPdx, float dPdy, int offset);
 | |
| vec4 textureGradOffset(sampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
 | |
| vec4 textureGradOffset(sampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy, ivec3 offset);
 | |
| vec4 textureGradOffset(sampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
 | |
| float textureGradOffset(sampler2DRectShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
 | |
| float textureGradOffset(sampler1DShadow sampler, vec3 P, float dPdx, float dPdy, int offset );
 | |
| float textureGradOffset(sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
 | |
| vec4 textureGradOffset(sampler1DArray sampler, vec2 P, float dPdx, float dPdy, int offset);
 | |
| vec4 textureGradOffset(sampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
 | |
| float textureGradOffset(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy, int offset);
 | |
| float textureGradOffset(sampler2DArrayShadow sampler, vec4 P,  vec2 dPdx, vec2 dPdy, ivec2 offset);
 | |
| vec4 textureProjGrad(sampler1D sampler, vec2 P, float dPdx, float dPdy);
 | |
| vec4 textureProjGrad(sampler1D sampler, vec4 P, float dPdx, float dPdy);
 | |
| vec4 textureProjGrad(sampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy);
 | |
| vec4 textureProjGrad(sampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy);
 | |
| vec4 textureProjGrad(sampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy);
 | |
| vec4 textureProjGrad(sampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy);
 | |
| vec4 textureProjGrad(sampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy);
 | |
| float textureProjGrad(sampler2DRectShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);
 | |
| float textureProjGrad(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy);
 | |
| float textureProjGrad(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy);
 | |
| vec4 textureProjGradOffset(sampler1D sampler, vec2 P, float dPdx, float dPdy, int offset);
 | |
| vec4 textureProjGradOffset(sampler1D sampler, vec4 P, float dPdx, float dPdy, int offset);
 | |
| vec4 textureProjGradOffset(sampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy, vec2 offset);
 | |
| vec4 textureProjGradOffset(sampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy, vec2 offset);
 | |
| vec4 textureProjGradOffset(sampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
 | |
| vec4 textureProjGradOffset(sampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
 | |
| float textureProjGradOffset(sampler2DRectShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset);
 | |
| vec4 textureProjGradOffset(sampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy, vec3 offset);
 | |
| float textureProjGradOffset(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy, int offset);
 | |
| float textureProjGradOffset(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy, vec2 offset);
 | |
| 
 | |
| // Deprecated texture functions.
 | |
| vec4 texture1D(sampler1D sampler, float coord);
 | |
| vec4 texture1D(sampler1D sampler, float coord, float bias);
 | |
| vec4 texture1DProj(sampler1D sampler, vec2 coord);
 | |
| vec4 texture1DProj(sampler1D sampler, vec2 coord, float bias);
 | |
| vec4 texture1DProj(sampler1D sampler, vec4 coord);
 | |
| vec4 texture1DProj(sampler1D sampler, vec4 coord, float bias);
 | |
| vec4 texture1DLod(sampler1D sampler, float coord, float lod);
 | |
| vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod);
 | |
| vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod);
 | |
| vec4 texture2D(sampler2D sampler, vec2 coord);
 | |
| vec4 texture2D(sampler2D sampler, vec2 coord, float bias);
 | |
| vec4 texture2DProj(sampler2D sampler, vec3 coord);
 | |
| vec4 texture2DProj(sampler2D sampler, vec3 coord, float bias);
 | |
| vec4 texture2DProj(sampler2D sampler, vec4 coord);
 | |
| vec4 texture2DProj(sampler2D sampler, vec4 coord, float bias);
 | |
| vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod);
 | |
| vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
 | |
| vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
 | |
| vec4 texture3D(sampler3D sampler, vec3 coord);
 | |
| vec4 texture3D(sampler3D sampler, vec3 coord, float bias);
 | |
| vec4 texture3DProj(sampler3D sampler, vec4 coord);
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| vec4 texture3DProj(sampler3D sampler, vec4 coord, float bias);
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| vec4 texture3DLod(sampler3D sampler, vec3 coord, float lod);
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| vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);
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| vec4 textureCube(samplerCube sampler, vec3 coord);
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| vec4 textureCube(samplerCube sampler, vec3 coord, float bias);
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| vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod);
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| vec4 shadow1D(sampler1DShadow sampler, vec3 coord);
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| vec4 shadow1D(sampler1DShadow sampler, vec3 coord, float bias);
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| vec4 shadow2D(sampler2DShadow sampler, vec3 coord);
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| vec4 shadow2D(sampler2DShadow sampler, vec3 coord, float bias);
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| vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord);
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| vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord, float bias);
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| vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord);
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| vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord, float bias);
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| vec4 shadow1DLod(sampler1DShadow sampler, vec3 coord, float lod);
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| vec4 shadow2DLod(sampler2DShadow sampler, vec3 coord, float lod);
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| vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod);
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| vec4 shadow2DProjLod(sampler2DShadow sampler, vec4 coord, float lod);
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| 
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| // Noise functions.
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| float noise1(float x);
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| float noise1(vec2 x);
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| float noise1(vec3 x);
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| float noise1(vec4 x);
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| vec2 noise2(float x);
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| vec2 noise2(vec2 x);
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| vec2 noise2(vec3 x);
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| vec2 noise2(vec4 x);
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| vec3 noise3(float x);
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| vec3 noise3(vec2 x);
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| vec3 noise3(vec3 x);
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| vec3 noise3(vec4 x);
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| vec4 noise4(float x);
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| vec4 noise4(vec2 x);
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| vec4 noise4(vec3 x);
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| vec4 noise4(vec4 x);
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