public static vec3 vec3(vec3 v1) { return(null); }
public static vec4 vec4(vec3 v3, double v4) { return(null); }
public static vec4 texture(sampler3D texture, vec3 uv) { return(null); }
/// <summary> /// Returns true if x holds an INF /// (infinity, positive or negative), false /// otherwise. (Implementations that do /// not support INF always return false.) /// </summary> /// <param name="x"></param> /// <returns></returns> public static bvec3 isinf(vec3 x) { return null; }
/// <summary> /// Returns maximum for each /// component of x compared with the /// scalar value y. /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <returns></returns> public static vec3 max(vec3 x, double y) { return null; }
/// <summary> /// Arc cosine. Returns an angle whose cosine is x. /// The range of values returned by this function is /// [0, π]. Results are undefined if |x| > 1. /// </summary> /// <param name="radians"></param> /// <returns></returns> public static vec3 acos(vec3 radians) { return(null); }
/// <summary> /// Arc hyperbolic tangent. Returns the inverse of /// tanh. Results are undefined if |x| >= 1.0. /// </summary> /// <param name="x"></param> /// <returns></returns> public static vec3 atanh(vec3 x) { return(null); }
/// <summary> /// Returns x *(1.0 - a) + y *a, i.e., the /// linear blend of x and y using the /// floating-point value a. The value for /// a is not restricted to the range [0,1]. /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <param name="a"></param> /// <returns></returns> public static vec3 mix(vec3 x, vec3 y, double a) { return null; }
/// <summary> /// Returns the component-wise result /// of x * (1.0 - a) + y * a, i.e., the linear /// blend of vectors x and y using the /// vector a. The value for a is not /// restricted to the range [0,1]. /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <param name="a"></param> /// <returns></returns> public static vec3 mix(vec3 x, vec3 y, vec3 a) { return null; }
/// <summary> /// Returns the positive square root of x. Results /// are undefined if x < 0. /// </summary> /// <param name="x"></param> /// <returns></returns> public static vec3 sqrt(vec3 x) { return null; }
/// <summary> /// Returns 2 raised to the x power, i.e., 2^x. /// </summary> /// <param name="x"></param> /// <returns></returns> public static vec3 exp2(vec3 x) { return null; }
/// <summary> /// Returns x raised to the y power, i.e., x^y. Results /// are undefined if x < 0. Results are undefined if /// x = 0 and y = 0. /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <returns></returns> public static vec3 pow(vec3 x, vec3 y) { return null; }
/// <summary> /// Returns the base 2 log of x, i.e., returns the /// value y, which satisfies the equation x = 2^y. /// Results are undefined if x <= 0. /// </summary> /// <param name="x"></param> /// <returns></returns> public static vec3 log2(vec3 x) { return null; }
/// <summary> /// Returns the reciprocal of the positive square /// root of x. Results are undefined if x <= 0. /// </summary> /// <param name="x"></param> /// <returns></returns> public static vec3 inversesqrt(vec3 x) { return null; }
/// <summary> /// Returns a 4D noise value based on the input value x /// </summary> /// <param name="x"></param> /// <returns></returns> public static vec4 noise4(vec3 x) { return(null); }
/// <summary> /// Returns a value equal to the nearest /// integer that is greater than or equal /// to x. /// </summary> /// <param name="x"></param> /// <returns></returns> public static vec3 ceil(vec3 x) { return null; }
/// <summary> /// Returns a 2D noise value based on the input value x /// </summary> /// <param name="x"></param> /// <returns></returns> public static vec2 noise2(vec3 x) { return(null); }
/// <summary> /// Returns a value equal to the nearest /// integer to x. A fractional part of 0.5 /// will round toward the nearest even /// integer. (Example: Both 3.5 and 4.5 /// for x will return 4.0. /// </summary> /// <param name="x"></param> /// <returns></returns> public static vec3 roundEven(vec3 x) { return null; }
/// <summary> /// Hyperbolic sine. Returns (e^x - e^(-x)) / 2. /// </summary> /// <param name="x"></param> /// <returns></returns> public static vec3 sinh(vec3 x) { return(null); }
/// <summary> /// Returns 1.0 if x > 0, 0.0 if x = 0, /// or -1.0 if x < 0. /// </summary> /// <param name="x"></param> /// <returns></returns> public static vec3 sign(vec3 x) { return null; }
/// <summary> /// Returns the derivative in y for the input argument p /// </summary> /// <param name="p"></param> /// <returns></returns> public static vec3 dFdy(vec3 p) { return(null); }
/// <summary> /// Returns 0.0 if x <= edge0 and 1.0 if x /// >= edge1 and performs smooth /// Hermite interpolation between 0.0 /// and 1.0 when edge0 < x < edge1. /// Results are undefined if edge0 >= /// edge1. /// </summary> /// <param name="edge0"></param> /// <param name="edge1"></param> /// <param name="x"></param> /// <returns></returns> public static vec3 smoothstep(vec3 edge0, vec3 edge1, vec3 x) { return null; }
/// <summary> /// Returns true if x holds a NaN (not a /// number), false otherwise. /// (Implementations that do not /// support NaN always return false.) /// </summary> /// <param name="x"></param> /// <returns></returns> public static bvec3 isnan(vec3 x) { return null; }
/// <summary> /// Returns 0.0 for each component in x /// if x <= the scalar edge0 and 1.0 if x >= /// the scalar edge1 and performs /// smooth Hermite interpolation /// between 0.0 and 1.0 when edge0 < x /// < edge1. Results are undefined if /// edge0 >= edge1. /// </summary> /// <param name="edge0"></param> /// <param name="edge1"></param> /// <param name="x"></param> /// <returns></returns> public static vec3 smoothstep(double edge0, double edge1, vec3 x) { return null; }
/// <summary> /// Returns y if y < x; otherwise, it /// returns x. /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <returns></returns> public static vec3 min(vec3 x, vec3 y) { return null; }
/// <summary> /// Returns 0.0 if x < edge; otherwise, it /// returns 1.0. /// </summary> /// <param name="edge"></param> /// <param name="x"></param> /// <returns></returns> public static vec3 step(vec3 edge, vec3 x) { return null; }
public static vec4 vec4(double v1, vec3 v4) { return(null); }
/// <summary> /// Returns 0.0 for each component in x /// if x < the scalar edge; otherwise, it /// returns 1.0. /// </summary> /// <param name="edge"></param> /// <param name="x"></param> /// <returns></returns> public static vec3 step(double edge, vec3 x) { return null; }
public static vec4 texture3D(sampler3D simplexTexture, vec3 sindex) { return(null); }
/// <summary> /// Returns a value equal to the nearest /// integer to x whose absolute value is /// not larger than the absolute value /// of x. /// </summary> /// <param name="x"></param> /// <returns></returns> public static vec3 trunc(vec3 x) { return null; }
/// <summary> /// Returns a 3D noise value based on the input value x /// </summary> /// <param name="x"></param> /// <returns></returns> public static vec3 noise3(vec3 x) { return(null); }
/// <summary> /// Returns min (max (x, minVal ), /// maxVal) for each component in x /// using the scalar values minVal and /// maxVal. Results are undefined if /// minVal > maxVal. /// </summary> /// <param name="x"></param> /// <param name="minVal"></param> /// <param name="maxVal"></param> /// <returns></returns> public static vec3 clamp(vec3 x, double minVal, double maxVal) { return null; }
/// <summary> /// Returns a 1D noise value based on the input value x /// </summary> /// <param name="x"></param> /// <returns></returns> public static float noise1(vec3 x) { return(0.0f); }
/// <summary> /// Returns the component-wise result /// of min (max (x, minVal ), maxVal). /// Results are undefined if minVal > /// maxVal. /// </summary> /// <param name="x"></param> /// <param name="minVal"></param> /// <param name="maxVal"></param> /// <returns></returns> public static vec3 clamp(vec3 x, vec3 minVal, vec3 maxVal) { return null; }
/// <summary> /// Arc sine. Returns an angle whose sine is x. /// The range of values returned by this function /// is [-π / 2, π / 2]. Results are undefined if |x| > 1. /// </summary> /// <param name="radians"></param> /// <returns></returns> public static vec3 asin(vec3 radians) { return(null); }
/// <summary> /// Returns x if x >= 0; otherwise, it /// returns -x. /// </summary> /// <param name="x"></param> /// <returns></returns> public static vec3 abs(vec3 x) { return null; }
/// <summary> /// Arc tangent. Returns an angle whose tangent is /// y_over_x. The range of values returned by this /// function is [-π / 2, π / 2] /// </summary> /// <param name="y_over_x"></param> /// <returns></returns> public static vec3 atan(vec3 y_over_x) { return(null); }
/// <summary> /// Returns a value equal to the nearest /// integer that is less than or equal to x. /// </summary> /// <param name="x"></param> /// <returns></returns> public static vec3 floor(vec3 x) { return null; }
/// <summary> /// Arc hyperbolic cosine. Returns the non-negative /// inverse of cosh. Results are undefined if x < 1.0. /// </summary> /// <param name="x"></param> /// <returns></returns> public static vec3 acosh(vec3 x) { return(null); }
/// <summary> /// Returns x - floor (x). /// </summary> /// <param name="x"></param> /// <returns></returns> public static vec3 fract(vec3 x) { return null; }
/// <summary> /// Converts radians to degrees and returns the /// result, i.e., result = 180 / π * radians. /// </summary> /// <param name="radians"></param> /// <returns></returns> public static vec3 degrees(vec3 radians) { return(null); }
/// <summary> /// Returns the sum of the absolute derivative in x and y for /// the input argument p, i.e., /// return = abs( dFdx( p ) ) + abs( dFdy( p ) ); /// </summary> /// <param name="p"></param> /// <returns></returns> public static vec3 fwidth(vec3 p) { return(null); }