/// <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; }
/// <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; }
public static uvec4 texture(Location location, usampler1D sampler, float P, float bias = 0) { return(textureu(location, sampler.i, P, 0, 0, 0, GetPName.TextureBinding1D)); }
protected internal static int TextureSize(usampler1D sampler, int lod) { throw _invalidAccess; }
protected extern uivec4 textureProGrad(usampler1D sampler, vec4 p, float dPdx, float dPdy);
protected extern uivec4 textureProjGradOffset(usampler1D sampler, vec4 p, float dPdx, float dPdy, int offset);
protected extern uivec4 textureProjLodOffset(usampler1D sampler, vec4 p, float lod, int offset);
protected extern uivec4 textureGrad(usampler1D sampler, float p, float dPdx, float dPdy);
protected extern uivec4 textureProjLod(usampler1D sampler, vec4 p, float lod);
protected extern uivec4 textureLodOffset(usampler1D sampler, float p, int lod, int offset);
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; }
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; }
protected extern int textureSize(usampler1D sampler, int lod);
protected extern uivec4 texelFetchOffset(usampler1D sampler, int p, int lod, int offset);
protected extern uivec4 textureProj(usampler1D sampler, vec4 p, float bias = 0);
/// <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; }
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; }
/// <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; }
/// <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; }
/// <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; }
/// <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; }
/// <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; }
/// <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; }
/// <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; }
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")); }
protected extern uivec4 texelFetch(usampler1D sampler, int p, int lod);