Beispiel #1
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 public static uvec4 texture(Location location, usampler2DArray sampler, vec3 P, float bias = 0)
 {
     return(textureu(location, sampler.i, P.x, P.y, P.z, 0, GetPName.TextureBinding2DArray));
 }
Beispiel #2
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 public static uvec4 texelFetch(Location location, usampler2DArray sampler, ivec3 P, int lod)
 {
     return(Shader.TraceFunction(location, new uvec4(texelFetch <uint>(location, sampler.i, P.x, P.y, P.z, lod, GetPName.TextureBinding2DArray)), "texelFetch"));
 }
Beispiel #3
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 protected extern uivec4 textureGradOffset(usampler2DArray sampler, vec3 p, vec2 dPdx, vec2 dPdy, ivec2 offset);
Beispiel #4
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 protected extern uivec4 texture(usampler2DArray sampler, vec2 p, float bias      = 0);
Beispiel #5
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 protected extern ivec3 textureSize(usampler2DArray sampler, int lod);
Beispiel #6
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 protected extern uivec4 textureGrad(usampler2DArray sampler, vec3 p, vec2 dPdx, vec2 dPdy);
Beispiel #7
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 protected extern uivec4 textureLodOffset(usampler2DArray sampler, vec3 p, int lod, ivec2 offset);
Beispiel #8
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 protected extern uivec4 texelFetchOffset(usampler2DArray sampler, ivec3 p, int lod, ivec2 offset);
Beispiel #9
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 protected extern uivec4 texelFetch(usampler2DArray sampler, ivec3 p, int lod);
Beispiel #10
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 protected extern uivec4 textureOffset(usampler2DArray sampler, vec3 p, ivec2 offset, float bias = 0);
Beispiel #11
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 protected extern uivec4 textureLod(usampler2DArray sampler, vec3 p, float lod);