public static vec4 texture(samplerCube tex, vec3 coord) { throw new NotImplementedException(); }
protected vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod) { throw new NotImplementedException(); }
/// <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 vec4 textureLod(samplerCube sampler, vec3 P, float lod) { throw _invalidAccess; }
public static vec4 texture(Location location, samplerCube sampler, vec3 P, float bias = 0) { return(new vec4(0)); }
protected extern vec4 textureLod(samplerCube sampler, vec3 p, float lod);
/// <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 vec4 textureGrad(samplerCube 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(samplerCube sampler, vec3 P) { throw _invalidAccess; }
protected static ivec2 textureSize(samplerCube sampler, int lod) { 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(samplerCube sampler, vec3 P) { throw _invalidAccess; }
/// <summary>Use the texture coordinate P to do a texture lookup in the texture currently bound to sampler.</summary> protected internal static vec4 Texture(samplerCube sampler, vec3 P, float bias) { throw _invalidAccess; }
protected extern vec4 texture(samplerCube sampler, vec3 p, float bias = 0);
protected extern vec4 textureGrad(samplerCube sampler, vec3 p, vec3 dPdx, vec3 dPdy);
protected extern ivec2 textureSize(samplerCube sampler, int lod);
protected float4 TextureCube(samplerCube sampler, float3 coord, float bias) { return(new float4(1, 1, 1, 1)); }
/// <summary>Use the texture coordinate P to do a texture lookup in the texture currently bound to sampler.</summary> protected static vec4 texture(samplerCube sampler, vec3 P, float bias) { throw _invalidAccess; }
protected float4 TextureCubeLod(samplerCube sampler, float3 coord, float lod) { return(new float4(1, 1, 1, 1)); }
protected static vec4 texture(samplerCube sampler, vec3 coords) { throw new NotImplementedException(); }