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)); }
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")); }
protected extern uivec4 textureGradOffset(usampler1DArray sampler, vec2 p, float dPdx, float dPdy, int offset);
protected extern uivec4 texture(usampler1DArray sampler, float p, float bias = 0);
protected extern ivec2 textureSize(usampler1DArray sampler, int lod);
protected extern uivec4 textureGrad(usampler1DArray sampler, vec2 p, float dPdx, float dPdy);
protected extern uivec4 textureLodOffset(usampler1DArray sampler, vec2 p, int lod, int offset);
protected extern uivec4 texelFetchOffset(usampler1DArray sampler, ivec2 p, int lod, int offset);
protected extern uivec4 texelFetch(usampler1DArray sampler, ivec2 p, int lod);
protected extern uivec4 textureOffset(usampler1DArray sampler, vec2 p, int offset, float bias = 0);
protected extern uivec4 textureLod(usampler1DArray sampler, vec2 p, float lod);