/// <summary>
 /// Use integer texture coordinate P to lookup a single texel from sampler. 
 /// The level-ofdetail lod is as described in sections 2.11.8 “Shader Execution” 
 /// under Texel Fetches and 3.8 “Texturing” of the OpenGL GraphicsSystem Specification.
 /// </summary>
 protected static ivec4 texelFetch(isampler2DRect sampler, ivec2 P)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 2
0
 protected internal static ivec2 TextureSize(isampler2DRect sampler)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 3
0
 /// <summary>Use the texture coordinate P to do a texture lookup in the texture currently bound to sampler.</summary>
 protected internal static ivec4 Texture(isampler2DRect sampler, vec2 P)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 4
0
 public static ivec4 texture(Location location, isampler2DRect sampler, vec2 P)
 {
     return(texturei(location, sampler.i, P.x, P.y, 0, 0, GetPName.TextureBindingRectangle));
 }
Ejemplo n.º 5
0
 protected extern ivec4 texelFetch(isampler2DRect sampler, ivec2 p, int lod);
 protected static ivec2 textureSize(isampler2DRect sampler)
 {
     throw _invalidAccess;
 }
 /// <summary> Do a texture lookup as in texture but with explicit gradients. 
 /// The partial derivatives of P are with respect to window x and window y.
 /// ∂s/∂x = ∂P.s/∂x; ∂s/∂y = ∂P.s/∂y; ∂t/∂x = ∂P.t/∂x; ∂t/∂y = ∂P.t/∂y; ∂r/∂x = 0; ∂r/∂y = 0;</summary>
 protected static ivec4 textureGrad(isampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 8
0
 protected extern ivec4 texture(isampler2DRect sampler, vec2 p);
Ejemplo n.º 9
0
 protected extern ivec4 textureProj(isampler2DRect sampler, vec4 p);
Ejemplo n.º 10
0
 protected extern ivec4 textureProGrad(isampler2DRect sampler, vec4 p, vec2 dPdx, vec2 dPdy);
Ejemplo n.º 11
0
 protected extern ivec4 textureProjGradOffset(isampler2DRect sampler, vec4 p, vec2 dPdx, vec2 dPdy, ivec2 offset);
Ejemplo n.º 12
0
 protected extern ivec4 textureProjOffset(isampler2DRect sampler, vec4 p, ivec2 offset, float bias      = 0);
Ejemplo n.º 13
0
 protected extern ivec2 textureSize(isampler2DRect sampler);
Ejemplo n.º 14
0
 protected extern ivec4 texelFetchOffset(isampler2DRect sampler, ivec2 p, int lod, ivec2 offset);
 /// <summary> Fetch a single texel as in texelFetch offset by offset as described in textureOffset. </summary>
 protected static ivec4 texelFetchOffset(isampler2DRect sampler, ivec2 P, ivec2 offset)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 16
0
 /// <summary>
 /// Use integer texture coordinate P to lookup a single texel from sampler. 
 /// The level-ofdetail lod is as described in sections 2.11.8 “Shader Execution” 
 /// under Texel Fetches and 3.8 “Texturing” of the OpenGL GraphicsSystem Specification.
 /// </summary>
 protected internal static ivec4 TexelFetch(isampler2DRect sampler, ivec2 P)
 {
     throw _invalidAccess;
 }
 /// <summary>  Do a projective texture lookup as described in textureProj offset by offset as described in textureOffset. </summary>
 protected static ivec4 textureProjOffset(isampler2DRect sampler, vec4 P, ivec2 offset)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 18
0
 /// <summary>Do a texture lookup both projectively, as described in TextureProj, and with explicit gradient as 
 /// described in TextureGrad. The partial derivatives dPdx and dPdy are assumed to be already projected.</summary>
 protected internal static ivec4 TextureProjGrad(isampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy)
 {
     throw _invalidAccess;
 }
 /// <summary>Use the texture coordinate P to do a texture lookup in the texture currently bound to sampler.</summary>
 protected static ivec4 texture(isampler2DRect sampler, vec2 P)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 20
0
 /// <summary>Do a texture lookup projectively and with explicit gradient as described in TextureProjGrad,
 /// as well as with offset, as described in TextureOffset.</summary>
 protected internal static ivec4 TextureProjGradOffset(isampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset)
 {
     throw _invalidAccess;
 }
 /// <summary>Do a texture lookup with both explicit gradient and offset, as described in textureGrad and textureOffset. </summary>
 protected static ivec4 textureGradOffset(isampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy, ivec2 offset)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 22
0
 /// <summary>  Do a projective texture lookup as described in TextureProj offset by offset as described in TextureOffset. </summary>
 protected internal static ivec4 TextureProjOffset(isampler2DRect sampler, vec3 P, ivec2 offset)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 23
0
 public static ivec4 texelFetch(Location location, isampler2DRect sampler, ivec2 P)
 {
     return(Shader.TraceFunction(location, new ivec4(texelFetch <int>(location, sampler.i, P.x, P.y, 0, 0, GetPName.TextureBindingRectangle)), "texelFetch"));
 }
Ejemplo n.º 24
0
 protected extern ivec4 textureOffset(isampler2DRect sampler, vec3 p, ivec2 offset);