/// <summary>
 /// Use integer texture coordinate P to lookup a single texel from sampler. 
 /// The level-ofdetail lod is as described in sections 2.11.8 “Shader Execution” 
 /// under Texel Fetches and 3.8 “Texturing” of the OpenGL GraphicsSystem Specification.
 /// </summary>
 protected static vec4 texelFetch(sampler2DRect sampler, ivec2 P)
 {
     throw _invalidAccess;
 }
예제 #2
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 protected internal static ivec2 TextureSize(sampler2DRect sampler)
 {
     throw _invalidAccess;
 }
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 /// <summary>Use the texture coordinate P to do a texture lookup in the texture currently bound to sampler.</summary>
 protected internal static vec4 Texture(sampler2DRect sampler, vec2 P)
 {
     throw _invalidAccess;
 }
예제 #4
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파일: Access.cs 프로젝트: h3tch/ProtoFX
 public static vec4 texture(Location location, sampler2DRect sampler, vec2 P)
 {
     return(texturef(location, sampler.i, P.x, P.y, 0, 0, GetPName.TextureBindingRectangle));
 }
예제 #5
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 protected extern vec4 texelFetch(sampler2DRect sampler, ivec2 p, int lod);
 protected static ivec2 textureSize(sampler2DRect sampler)
 {
     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 = 0; ∂r/∂y = 0;</summary>
 protected static vec4 textureGrad(sampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy)
 {
     throw _invalidAccess;
 }
예제 #8
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 protected extern vec4 texture(sampler2DRect sampler, vec2 p);
예제 #9
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 protected extern vec4 textureProj(sampler2DRect sampler, vec4 p);
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 protected extern vec4 textureProGrad(sampler2DRect sampler, vec4 p, vec2 dPdx, vec2 dPdy);
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 protected extern vec4 textureProjGradOffset(sampler2DRect sampler, vec4 p, vec2 dPdx, vec2 dPdy, ivec2 offset);
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 protected extern vec4 textureProjOffset(sampler2DRect sampler, vec4 p, ivec2 offset, float bias        = 0);
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 protected extern ivec2 textureSize(sampler2DRect sampler);
예제 #14
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 protected extern vec4 texelFetchOffset(sampler2DRect sampler, ivec2 p, int lod, ivec2 offset);
 /// <summary> Fetch a single texel as in texelFetch offset by offset as described in textureOffset. </summary>
 protected static vec4 texelFetchOffset(sampler2DRect sampler, ivec2 P, ivec2 offset)
 {
     throw _invalidAccess;
 }
예제 #16
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 /// <summary>
 /// Use integer texture coordinate P to lookup a single texel from sampler. 
 /// The level-ofdetail lod is as described in sections 2.11.8 “Shader Execution” 
 /// under Texel Fetches and 3.8 “Texturing” of the OpenGL GraphicsSystem Specification.
 /// </summary>
 protected internal static vec4 TexelFetch(sampler2DRect sampler, ivec2 P)
 {
     throw _invalidAccess;
 }
 /// <summary>  Do a projective texture lookup as described in textureProj offset by offset as described in textureOffset. </summary>
 protected static vec4 textureProjOffset(sampler2DRect sampler, vec4 P, ivec2 offset)
 {
     throw _invalidAccess;
 }
예제 #18
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 /// <summary>Do a texture lookup both projectively, as described in TextureProj, and with explicit gradient as 
 /// described in TextureGrad. The partial derivatives dPdx and dPdy are assumed to be already projected.</summary>
 protected internal static vec4 TextureProjGrad(sampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy)
 {
     throw _invalidAccess;
 }
 /// <summary>Use the texture coordinate P to do a texture lookup in the texture currently bound to sampler.</summary>
 protected static vec4 texture(sampler2DRect sampler, vec2 P)
 {
     throw _invalidAccess;
 }
예제 #20
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 /// <summary>Do a texture lookup projectively and with explicit gradient as described in TextureProjGrad,
 /// as well as with offset, as described in TextureOffset.</summary>
 protected internal static vec4 TextureProjGradOffset(sampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset)
 {
     throw _invalidAccess;
 }
 /// <summary>Do a texture lookup with both explicit gradient and offset, as described in textureGrad and textureOffset. </summary>
 protected static vec4 textureGradOffset(sampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy, ivec2 offset)
 {
     throw _invalidAccess;
 }
예제 #22
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 /// <summary>  Do a projective texture lookup as described in TextureProj offset by offset as described in TextureOffset. </summary>
 protected internal static vec4 TextureProjOffset(sampler2DRect sampler, vec3 P, ivec2 offset)
 {
     throw _invalidAccess;
 }
예제 #23
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파일: Access.cs 프로젝트: h3tch/ProtoFX
 public static vec4 texelFetch(Location location, sampler2DRect sampler, ivec2 P)
 {
     return(Shader.TraceFunction(location, new vec4(texelFetch <float>(location, sampler.i, P.x, P.y, 0, 0, GetPName.TextureBindingRectangle)), "texelFetch"));
 }
예제 #24
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 protected extern vec4 textureOffset(sampler2DRect sampler, vec3 p, ivec2 offset);