Example #1
0
 public static uvec4 texture(Location location, usampler1DArray sampler, vec2 P, float bias = 0)
 {
     return(textureu(location, sampler.i, P.x, P.y, 0, 0, GetPName.TextureBinding1DArray));
 }
Example #2
0
 public static uvec4 texelFetch(Location location, usampler1DArray sampler, ivec2 P, int lod)
 {
     return(Shader.TraceFunction(location, new uvec4(texelFetch <uint>(location, sampler.i, P.x, P.y, 0, lod, GetPName.TextureBinding1DArray)), "texelFetch"));
 }
Example #3
0
 protected extern uivec4 textureGradOffset(usampler1DArray sampler, vec2 p, float dPdx, float dPdy, int offset);
Example #4
0
 protected extern uivec4 texture(usampler1DArray sampler, float p, float bias     = 0);
Example #5
0
 protected extern ivec2 textureSize(usampler1DArray sampler, int lod);
Example #6
0
 protected extern uivec4 textureGrad(usampler1DArray sampler, vec2 p, float dPdx, float dPdy);
Example #7
0
 protected extern uivec4 textureLodOffset(usampler1DArray sampler, vec2 p, int lod, int offset);
Example #8
0
 protected extern uivec4 texelFetchOffset(usampler1DArray sampler, ivec2 p, int lod, int offset);
Example #9
0
 protected extern uivec4 texelFetch(usampler1DArray sampler, ivec2 p, int lod);
Example #10
0
 protected extern uivec4 textureOffset(usampler1DArray sampler, vec2 p, int offset, float bias   = 0);
Example #11
0
 protected extern uivec4 textureLod(usampler1DArray sampler, vec2 p, float lod);