public static uvec4 texture(Location location, usampler2DArray sampler, vec3 P, float bias = 0) { return(textureu(location, sampler.i, P.x, P.y, P.z, 0, GetPName.TextureBinding2DArray)); }
public static uvec4 texelFetch(Location location, usampler2DArray sampler, ivec3 P, int lod) { return(Shader.TraceFunction(location, new uvec4(texelFetch <uint>(location, sampler.i, P.x, P.y, P.z, lod, GetPName.TextureBinding2DArray)), "texelFetch")); }
protected extern uivec4 textureGradOffset(usampler2DArray sampler, vec3 p, vec2 dPdx, vec2 dPdy, ivec2 offset);
protected extern uivec4 texture(usampler2DArray sampler, vec2 p, float bias = 0);
protected extern ivec3 textureSize(usampler2DArray sampler, int lod);
protected extern uivec4 textureGrad(usampler2DArray sampler, vec3 p, vec2 dPdx, vec2 dPdy);
protected extern uivec4 textureLodOffset(usampler2DArray sampler, vec3 p, int lod, ivec2 offset);
protected extern uivec4 texelFetchOffset(usampler2DArray sampler, ivec3 p, int lod, ivec2 offset);
protected extern uivec4 texelFetch(usampler2DArray sampler, ivec3 p, int lod);
protected extern uivec4 textureOffset(usampler2DArray sampler, vec3 p, ivec2 offset, float bias = 0);
protected extern uivec4 textureLod(usampler2DArray sampler, vec3 p, float lod);