public static vec4 texture(Location location, samplerCubeShadow sampler, vec3 P, float bias = 0) { return(new vec4(0)); }
/// <summary> /// Use the texture coordinate P to do a texture lookup in the texture currently bound to sampler. /// When compare is present, it is used as Dref and the array layer comes from P.w. /// When compare is not present, the last component of P is used as Dref and /// the array layer comes from the second to last component of P. /// (The second component of P isunused for 1D shadow lookups.) /// </summary> protected static float texture(samplerCubeShadow sampler, vec4 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 float textureGrad(samplerCubeShadow sampler, vec4 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(samplerCubeShadow sampler, vec3 P) { throw _invalidAccess; }
protected static ivec2 textureSize(samplerCubeShadow sampler, int lod) { throw _invalidAccess; }
/// <summary> /// Use the texture coordinate P to do a texture lookup in the texture currently bound to sampler. /// When compare is present, it is used as Dref and the array layer comes from P.w. /// When compare is not present, the last component of P is used as Dref and /// the array layer comes from the second to last component of P. /// (The second component of P isunused for 1D shadow lookups.) /// </summary> protected internal static float Texture(samplerCubeShadow sampler, vec4 P) { throw _invalidAccess; }
protected extern float texture(samplerCubeShadow sampler, vec4 p, float bias = 0);
protected extern float textureGradOffset(samplerCubeShadow sampler, vec4 p, vec3 dPdx, vec3 dPdy, ivec3 offset);
protected extern float textureGrad(samplerCubeShadow sampler, vec4 p, vec3 dPdx, vec3 dPdy);
protected extern ivec2 textureSize(samplerCubeShadow sampler, int lod);