Example #1
0
 public static vec4 texture(Location location, samplerCubeShadow sampler, vec3 P, float bias = 0)
 {
     return(new vec4(0));
 }
 /// <summary>
 /// Use the texture coordinate P to do a texture lookup in the texture currently bound to sampler.
 /// When compare is present, it is used as Dref and the array layer comes from P.w. 
 /// When compare is not present, the last component of P is used as Dref and 
 /// the array layer comes from the second to last component of P. 
 /// (The second component of P isunused for 1D shadow lookups.)
 /// </summary>
 protected static float texture(samplerCubeShadow sampler, vec4 P, float bias)
 {
     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 = ∂P.p/∂x; ∂r/∂y = ∂P.p/∂y;</summary>
 protected static float textureGrad(samplerCubeShadow sampler, vec4 P, vec3 dPdx, vec3 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(samplerCubeShadow sampler, vec3 P)
 {
     throw _invalidAccess;
 }
 protected static ivec2 textureSize(samplerCubeShadow sampler, int lod)
 {
     throw _invalidAccess;
 }
 /// <summary>
 /// Use the texture coordinate P to do a texture lookup in the texture currently bound to sampler.
 /// When compare is present, it is used as Dref and the array layer comes from P.w. 
 /// When compare is not present, the last component of P is used as Dref and 
 /// the array layer comes from the second to last component of P. 
 /// (The second component of P isunused for 1D shadow lookups.)
 /// </summary>
 protected internal static float Texture(samplerCubeShadow sampler, vec4 P)
 {
     throw _invalidAccess;
 }
Example #7
0
 protected extern float texture(samplerCubeShadow sampler, vec4 p, float bias     = 0);
Example #8
0
 protected extern float textureGradOffset(samplerCubeShadow sampler, vec4 p, vec3 dPdx, vec3 dPdy, ivec3 offset);
Example #9
0
 protected extern float textureGrad(samplerCubeShadow sampler, vec4 p, vec3 dPdx, vec3 dPdy);
Example #10
0
 protected extern ivec2 textureSize(samplerCubeShadow sampler, int lod);