예제 #1
0
 public static vec4 texture(samplerCube tex, vec3 coord)
 {
     throw new NotImplementedException();
 }
 protected vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod)
 {
     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;
 }
예제 #5
0
파일: Access.cs 프로젝트: h3tch/ProtoFX
 public static vec4 texture(Location location, samplerCube sampler, vec3 P, float bias = 0)
 {
     return(new vec4(0));
 }
예제 #6
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;
 }
예제 #10
0
 /// <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;
 }
예제 #11
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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(samplerCube sampler, vec3 P, float bias)
 {
     throw _invalidAccess;
 }
예제 #12
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 protected extern vec4 texture(samplerCube sampler, vec3 p, float bias            = 0);
예제 #13
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 protected extern vec4 textureGrad(samplerCube sampler, vec3 p, vec3 dPdx, vec3 dPdy);
예제 #14
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 protected extern ivec2 textureSize(samplerCube sampler, int lod);
예제 #15
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 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;
 }
예제 #17
0
 protected float4 TextureCubeLod(samplerCube sampler, float3 coord, float lod)
 {
     return(new float4(1, 1, 1, 1));
 }
예제 #18
0
파일: Shader.cs 프로젝트: occar421/ShaderTK
 protected static vec4 texture(samplerCube sampler, vec3 coords)
 {
     throw new NotImplementedException();
 }