/// <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/∂x; ∂s/∂y = ∂P/∂y; ∂t/∂x = 0; ∂t/∂y = 0; ∂r/∂x = 0; ∂r/∂y = 0;</summary>
 protected static uvec4 textureGrad(usampler1D sampler, float P, float dPdx, float dPdy)
 {
     throw _invalidAccess;
 }
 /// <summary>  Do a projective texture lookup as described in textureProj offset by offset as described in textureOffset. </summary>
 protected static uvec4 textureProjOffset(usampler1D sampler, vec4 P, int offset)
 {
     throw _invalidAccess;
 }
 protected static int textureSize(usampler1D sampler, int lod)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 4
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 /// <summary> Do a texture lookup as in texture but with offset added to the (u,v,w) texel coordinates before looking up each texel.
 /// The offset value must be a constant expression. A limited range of offset values are supported; 
 /// the minimum and maximum offset values are implementation-dependent and given by MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, respectively.
 /// Note that offset does not apply to the layer coordinate for texture arrays. This is explained in detail in section 3.8.11
 /// “Texture Minification” of the OpenGL Graphics System Specification, where offset is (∂u ,∂v ,∂w).
 /// </summary>
 protected internal static uvec4 TextureOffset(usampler1D sampler, float P, int offset)
 {
     throw _invalidAccess;
 }
 /// <summary>Do a texture lookup with projection. The texture coordinates consumed from P,
 /// not including the last component of P, are divided by the last component of P. 
 /// After these values are computed,texture lookup proceeds as in texture.</summary>
 protected static uvec4 textureProj(usampler1D sampler, vec4 P)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 6
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 public static uvec4 texture(Location location, usampler1D sampler, float P, float bias = 0)
 {
     return(textureu(location, sampler.i, P, 0, 0, 0, GetPName.TextureBinding1D));
 }
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 protected internal static int TextureSize(usampler1D sampler, int lod)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 8
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 protected extern uivec4 textureProGrad(usampler1D sampler, vec4 p, float dPdx, float dPdy);
Ejemplo n.º 9
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 protected extern uivec4 textureProjGradOffset(usampler1D sampler, vec4 p, float dPdx, float dPdy, int offset);
Ejemplo n.º 10
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 protected extern uivec4 textureProjLodOffset(usampler1D sampler, vec4 p, float lod, int offset);
Ejemplo n.º 11
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 protected extern uivec4 textureGrad(usampler1D sampler, float p, float dPdx, float dPdy);
Ejemplo n.º 12
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 protected extern uivec4 textureProjLod(usampler1D sampler, vec4 p, float lod);
Ejemplo n.º 13
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 protected extern uivec4 textureLodOffset(usampler1D sampler, float p, int lod, int offset);
Ejemplo n.º 14
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 protected extern uivec4 textureProjOffset(usampler1D sampler, vec4 p, int offset, float bias           = 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 static uvec4 texelFetch(usampler1D sampler, int P, int lod)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 16
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 protected extern uivec4 texture(usampler1D sampler, float p, float bias          = 0);
 /// <summary>  Do an offset texture lookup with explicit LOD. See textureLod and textureOffset.</summary>
 protected static uvec4 textureLodOffset(usampler1D sampler, float P, float lod, int offset)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 18
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 protected extern int textureSize(usampler1D sampler, int lod);
Ejemplo n.º 19
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 protected extern uivec4 texelFetchOffset(usampler1D sampler, int p, int lod, int offset);
Ejemplo n.º 20
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 protected extern uivec4 textureProj(usampler1D sampler, vec4 p, float bias      = 0);
Ejemplo n.º 21
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 /// <summary>
 /// Do a texture lookup as in texture but with explicit LOD; lod specifies λbase and sets the partial derivatives as follows. 
 /// (See section 3.8.11 “Texture Minification” and equation 3.17 in the OpenGL Graphics SystemSpecification.)
 /// ∂u/∂x = 0; ∂v/∂x = 0; ∂w/∂x = 0; ∂u/∂y = 0; ∂v/∂y = 0; ∂w/∂y = 0; 
 /// </summary>
 protected internal static uvec4 TextureLod(usampler1D sampler, float P, float lod)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 22
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 protected extern uivec4 textureLod(usampler1D sampler, float p, float lod);
 /// <summary>Do a texture lookup with projection. The texture coordinates consumed from P,
 /// not including the last component of P, are divided by the last component of P. 
 /// After these values are computed,texture lookup proceeds as in texture.</summary>
 protected static uvec4 textureProj(usampler1D sampler, vec2 P, float bias)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 24
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 /// <summary>Do a texture lookup with projection. The texture coordinates consumed from P,
 /// not including the last component of P, are divided by the last component of P. 
 /// After these values are computed,texture lookup proceeds as in texture.</summary>
 protected internal static uvec4 TextureProj(usampler1D sampler, vec4 P)
 {
     throw _invalidAccess;
 }
 /// <summary> Fetch a single texel as in texelFetch offset by offset as described in textureOffset. </summary>
 protected static uvec4 texelFetchOffset(usampler1D sampler, int P, int lod, int offset)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 26
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 /// <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 uvec4 TextureProjGrad(usampler1D sampler, vec4 P, float dPdx, float dPdy)
 {
     throw _invalidAccess;
 }
 /// <summary>
 /// Returns the mipmap array(s) that would be accessed in the x component of the return value.
 /// Returns the computed level of detail relative to the base level in the y component of the return value.
 /// If called on an incomplete texture, the results are undefined.
 /// </summary>
 protected static vec2 textureQueryLod(usampler1D sampler, float P)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 28
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 /// <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 uvec4 TextureProjGradOffset(usampler1D sampler, vec2 P, float dPdx, float dPdy, int offset)
 {
     throw _invalidAccess;
 }
 /// <summary>Use the texture coordinate P to do a texture lookup in the texture currently bound to sampler.</summary>
 protected static uvec4 texture(usampler1D sampler, float s, float bias)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 30
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 /// <summary>  Do an offset texture lookup with explicit LOD. See TextureLod and TextureOffset.</summary>
 protected internal static uvec4 TextureProjLodOffset(usampler1D sampler, vec4 P, float lod, int offset)
 {
     throw _invalidAccess;
 }
 /// <summary>Do a texture lookup with both explicit gradient and offset, as described in textureGrad and textureOffset. </summary>
 protected static uvec4 textureGradOffset(usampler1D sampler, float P, float dPdx, float dPdy, int offset)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 32
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 /// <summary>  Do a projective texture lookup as described in TextureProj offset by offset as described in TextureOffset. </summary>
 protected internal static uvec4 TextureProjOffset(usampler1D sampler, vec4 P, int offset, float bias)
 {
     throw _invalidAccess;
 }
 /// <summary>
 /// Do a texture lookup as in texture but with explicit LOD; lod specifies λbase and sets the partial derivatives as follows. 
 /// (See section 3.8.11 “Texture Minification” and equation 3.17 in the OpenGL Graphics SystemSpecification.)
 /// ∂u/∂x = 0; ∂v/∂x = 0; ∂w/∂x = 0; ∂u/∂y = 0; ∂v/∂y = 0; ∂w/∂y = 0; 
 /// </summary>
 protected static uvec4 textureLod(usampler1D sampler, float P, float lod)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 34
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 /// <summary>
 /// Returns the mipmap array(s) that would be accessed in the x component of the return value.
 /// Returns the computed level of detail relative to the base level in the y component of the return value.
 /// If called on an incomplete texture, the results are undefined.
 /// </summary>
 protected internal static vec2 TextureQueryLod(usampler1D sampler, float P)
 {
     throw _invalidAccess;
 }
 /// <summary> Do a texture lookup as in texture but with offset added to the (u,v,w) texel coordinates before looking up each texel.
 /// The offset value must be a constant expression. A limited range of offset values are supported; 
 /// the minimum and maximum offset values are implementation-dependent and given by MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, respectively.
 /// Note that offset does not apply to the layer coordinate for texture arrays. This is explained in detail in section 3.8.11
 /// “Texture Minification” of the OpenGL Graphics System Specification, where offset is (∂u ,∂v ,∂w).
 /// </summary>
 protected static uvec4 textureOffset(usampler1D sampler, float P, int offset, float bias)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 36
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 /// <summary>Use the texture coordinate P to do a texture lookup in the texture currently bound to sampler.</summary>
 protected internal static uvec4 Texture(usampler1D sampler, float s, float bias)
 {
     throw _invalidAccess;
 }
Ejemplo n.º 37
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 public static uvec4 texelFetch(Location location, usampler1D sampler, int P, int lod)
 {
     return(Shader.TraceFunction(location, new uvec4(texelFetch <uint>(location, sampler.i, P, 0, 0, lod, GetPName.TextureBinding1D)), "texelFetch"));
 }
Ejemplo n.º 38
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 protected extern uivec4 texelFetch(usampler1D sampler, int p, int lod);