public static vec3 vec3(vec3 v1)
 {
     return(null);
 }
 public static vec4 vec4(vec3 v3, double v4)
 {
     return(null);
 }
 public static vec4 texture(sampler3D texture, vec3 uv)
 {
     return(null);
 }
 /// <summary>
 /// Returns true if x holds an INF
 /// (infinity, positive or negative), false
 /// otherwise. (Implementations that do
 /// not support INF always return false.)
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static bvec3 isinf(vec3 x)
 {
     return null;
 }
 /// <summary>
 /// Returns maximum for each
 /// component of x compared with the
 /// scalar value y.
 /// </summary>
 /// <param name="x"></param>
 /// <param name="y"></param>
 /// <returns></returns>
 public static vec3 max(vec3 x, double y)
 {
     return null;
 }
 /// <summary>
 /// Arc cosine. Returns an angle whose cosine is x.
 /// The range of values returned by this function is
 /// [0, π]. Results are undefined if |x| > 1.
 /// </summary>
 /// <param name="radians"></param>
 /// <returns></returns>
 public static vec3 acos(vec3 radians)
 {
     return(null);
 }
 /// <summary>
 /// Arc hyperbolic tangent. Returns the inverse of
 /// tanh. Results are undefined if |x| &gt;= 1.0.
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec3 atanh(vec3 x)
 {
     return(null);
 }
 /// <summary>
 /// Returns x *􀀃(1.0 - a) + y *􀀃a, i.e., the
 /// linear blend of x and y using the
 /// floating-point value a. The value for
 /// a is not restricted to the range [0,1].
 /// </summary>
 /// <param name="x"></param>
 /// <param name="y"></param>
 /// <param name="a"></param>
 /// <returns></returns>
 public static vec3 mix(vec3 x, vec3 y, double a)
 {
     return null;
 }
 /// <summary>
 /// Returns the component-wise result
 /// of x * (1.0 - a) + y * a, i.e., the linear
 /// blend of vectors x and y using the
 /// vector a. The value for a is not
 /// restricted to the range [0,1].
 /// </summary>
 /// <param name="x"></param>
 /// <param name="y"></param>
 /// <param name="a"></param>
 /// <returns></returns>
 public static vec3 mix(vec3 x, vec3 y, vec3 a)
 {
     return null;
 }
 /// <summary>
 /// Returns the positive square root of x. Results
 /// are undefined if x < 0.
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec3 sqrt(vec3 x)
 {
     return null;
 }
 /// <summary>
 /// Returns 2 raised to the x power, i.e., 2^x.
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec3 exp2(vec3 x)
 {
     return null;
 }
 /// <summary>
 /// Returns x raised to the y power, i.e., x^y. Results
 /// are undefined if x < 0. Results are undefined if
 /// x = 0 and y = 0.
 /// </summary>
 /// <param name="x"></param>
 /// <param name="y"></param>
 /// <returns></returns>
 public static vec3 pow(vec3 x, vec3 y)
 {
     return null;
 }
 /// <summary>
 /// Returns the base 2 log of x, i.e., returns the
 /// value y, which satisfies the equation x = 2^y.
 /// Results are undefined if x <= 0.
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec3 log2(vec3 x)
 {
     return null;
 }
 /// <summary>
 /// Returns the reciprocal of the positive square
 /// root of x. Results are undefined if x <= 0.
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec3 inversesqrt(vec3 x)
 {
     return null;
 }
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 /// <summary>
 /// Returns a 4D noise value based on the input value x
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec4 noise4(vec3 x)
 {
     return(null);
 }
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 /// <summary>
 /// Returns a value equal to the nearest
 /// integer that is greater than or equal
 /// to x.
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec3 ceil(vec3 x)
 {
     return null;
 }
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 /// <summary>
 /// Returns a 2D noise value based on the input value x
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec2 noise2(vec3 x)
 {
     return(null);
 }
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 /// <summary>
 /// Returns a value equal to the nearest
 /// integer to x. A fractional part of 0.5
 /// will round toward the nearest even
 /// integer. (Example: Both 3.5 and 4.5
 /// for x will return 4.0.
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec3 roundEven(vec3 x)
 {
     return null;
 }
 /// <summary>
 /// Hyperbolic sine. Returns (e^x - e^(-x)) / 2.
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec3 sinh(vec3 x)
 {
     return(null);
 }
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 /// <summary>
 /// Returns 1.0 if x > 0, 0.0 if x = 0,
 /// or -1.0 if x < 0.
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec3 sign(vec3 x)
 {
     return null;
 }
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 /// <summary>
 /// Returns the derivative in y for the input argument p
 /// </summary>
 /// <param name="p"></param>
 /// <returns></returns>
 public static vec3 dFdy(vec3 p)
 {
     return(null);
 }
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 /// <summary>
 /// Returns 0.0 if x &lt;= edge0 and 1.0 if x
 /// &gt;= edge1 and performs smooth
 /// Hermite interpolation between 0.0
 /// and 1.0 when edge0 &lt; x &lt; edge1.
 /// Results are undefined if edge0 &gt;=
 /// edge1.
 /// </summary>
 /// <param name="edge0"></param>
 /// <param name="edge1"></param>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec3 smoothstep(vec3 edge0, vec3 edge1, vec3 x)
 {
     return null;
 }
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 /// <summary>
 /// Returns true if x holds a NaN (not a
 /// number), false otherwise.
 /// (Implementations that do not
 /// support NaN always return false.)
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static bvec3 isnan(vec3 x)
 {
     return null;
 }
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 /// <summary>
 /// Returns 0.0 for each component in x
 /// if x &lt;= the scalar edge0 and 1.0 if x &gt;=
 /// the scalar edge1 and performs
 /// smooth Hermite interpolation
 /// between 0.0 and 1.0 when edge0 &lt; x
 /// &lt; edge1. Results are undefined if
 /// edge0 &gt;= edge1.
 /// </summary>
 /// <param name="edge0"></param>
 /// <param name="edge1"></param>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec3 smoothstep(double edge0, double edge1, vec3 x)
 {
     return null;
 }
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 /// <summary>
 /// Returns y if y &lt; x; otherwise, it 
 /// returns x.
 /// </summary>
 /// <param name="x"></param>
 /// <param name="y"></param>
 /// <returns></returns>
 public static vec3 min(vec3 x, vec3 y)
 {
     return null;
 }
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 /// <summary>
 /// Returns 0.0 if x < edge; otherwise, it
 /// returns 1.0.
 /// </summary>
 /// <param name="edge"></param>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec3 step(vec3 edge, vec3 x)
 {
     return null;
 }
 public static vec4 vec4(double v1, vec3 v4)
 {
     return(null);
 }
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 /// <summary>
 /// Returns 0.0 for each component in x
 /// if x &lt; the scalar edge; otherwise, it
 /// returns 1.0.
 /// </summary>
 /// <param name="edge"></param>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec3 step(double edge, vec3 x)
 {
     return null;
 }
 public static vec4 texture3D(sampler3D simplexTexture, vec3 sindex)
 {
     return(null);
 }
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 /// <summary>
 /// Returns a value equal to the nearest
 /// integer to x whose absolute value is
 /// not larger than the absolute value
 /// of x.
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec3 trunc(vec3 x)
 {
     return null;
 }
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 /// <summary>
 /// Returns a 3D noise value based on the input value x
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec3 noise3(vec3 x)
 {
     return(null);
 }
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 /// <summary>
 /// Returns min (max (x, minVal ),
 /// maxVal) for each component in x
 /// using the scalar values minVal and
 /// maxVal. Results are undefined if
 /// minVal > maxVal.
 /// </summary>
 /// <param name="x"></param>
 /// <param name="minVal"></param>
 /// <param name="maxVal"></param>
 /// <returns></returns>
 public static vec3 clamp(vec3 x, double minVal, double maxVal)
 {
     return null;
 }
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 /// <summary>
 /// Returns a 1D noise value based on the input value x
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static float noise1(vec3 x)
 {
     return(0.0f);
 }
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 /// <summary>
 /// Returns the component-wise result
 /// of min (max (x, minVal ), maxVal).
 /// Results are undefined if minVal &gt;
 /// maxVal.
 /// </summary>
 /// <param name="x"></param>
 /// <param name="minVal"></param>
 /// <param name="maxVal"></param>
 /// <returns></returns>
 public static vec3 clamp(vec3 x, vec3 minVal, vec3 maxVal)
 {
     return null;
 }
 /// <summary>
 /// Arc sine. Returns an angle whose sine is x.
 /// The range of values returned by this function
 /// is [-π / 2, π / 2]. Results are undefined if |x| > 1.
 /// </summary>
 /// <param name="radians"></param>
 /// <returns></returns>
 public static vec3 asin(vec3 radians)
 {
     return(null);
 }
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 /// <summary>
 /// Returns x if x &gt;= 0; otherwise, it
 /// returns -x.
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec3 abs(vec3 x)
 {
     return null;
 }
 /// <summary>
 /// Arc tangent. Returns an angle whose tangent is
 /// y_over_x. The range of values returned by this
 /// function is [-π / 2, π / 2]
 /// </summary>
 /// <param name="y_over_x"></param>
 /// <returns></returns>
 public static vec3 atan(vec3 y_over_x)
 {
     return(null);
 }
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 /// <summary>
 /// Returns a value equal to the nearest
 /// integer that is less than or equal to x.
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec3 floor(vec3 x)
 {
     return null;
 }
 /// <summary>
 /// Arc hyperbolic cosine. Returns the non-negative
 /// inverse of cosh. Results are undefined if x < 1.0.
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec3 acosh(vec3 x)
 {
     return(null);
 }
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 /// <summary>
 /// Returns x - floor (x).
 /// </summary>
 /// <param name="x"></param>
 /// <returns></returns>
 public static vec3 fract(vec3 x)
 {
     return null;
 }
 /// <summary>
 /// Converts radians to degrees and returns the
 /// result, i.e., result = 180 / π * radians.
 /// </summary>
 /// <param name="radians"></param>
 /// <returns></returns>
 public static vec3 degrees(vec3 radians)
 {
     return(null);
 }
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 /// <summary>
 /// Returns the sum of the absolute derivative in x and y for
 /// the input argument p, i.e.,
 /// return = abs( dFdx( p ) ) + abs( dFdy( p ) );
 /// </summary>
 /// <param name="p"></param>
 /// <returns></returns>
 public static vec3 fwidth(vec3 p)
 {
     return(null);
 }