/// <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 ivec4 textureLod(isamplerCube sampler, vec3 P, float lod)
 {
     throw _invalidAccess;
 }
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 public static ivec4 texture(Location location, isamplerCube sampler, vec3 P, float bias = 0)
 {
     return(new ivec4(0));
 }
 /// <summary>Use the texture coordinate P to do a texture lookup in the texture currently bound to sampler.</summary>
 protected static ivec4 texture(isamplerCube sampler, vec3 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 ivec4 textureGrad(isamplerCube sampler, vec3 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(isamplerCube sampler, vec3 P)
 {
     throw _invalidAccess;
 }
 protected static ivec2 textureSize(isamplerCube sampler, int lod)
 {
     throw _invalidAccess;
 }
 /// <summary>Use the texture coordinate P to do a texture lookup in the texture currently bound to sampler.</summary>
 protected internal static ivec4 Texture(isamplerCube sampler, vec3 P)
 {
     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(isamplerCube sampler, vec3 P)
 {
     throw _invalidAccess;
 }
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 protected extern ivec4 textureGrad(isamplerCube sampler, vec3 p, vec3 dPdx, vec3 dPdy);
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 protected extern ivec2 textureSize(isamplerCube sampler, int lod);
Exemple #11
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 protected extern ivec4 textureLod(isamplerCube sampler, vec3 p, float lod);