예제 #1
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파일: Access.cs 프로젝트: h3tch/ProtoFX
 public static uvec4 texture(Location location, usampler1DArray sampler, vec2 P, float bias = 0)
 {
     return(textureu(location, sampler.i, P.x, P.y, 0, 0, GetPName.TextureBinding1DArray));
 }
예제 #2
0
파일: Access.cs 프로젝트: h3tch/ProtoFX
 public static uvec4 texelFetch(Location location, usampler1DArray sampler, ivec2 P, int lod)
 {
     return(Shader.TraceFunction(location, new uvec4(texelFetch <uint>(location, sampler.i, P.x, P.y, 0, lod, GetPName.TextureBinding1DArray)), "texelFetch"));
 }
예제 #3
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 protected extern uivec4 textureGradOffset(usampler1DArray sampler, vec2 p, float dPdx, float dPdy, int offset);
예제 #4
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 protected extern uivec4 texture(usampler1DArray sampler, float p, float bias     = 0);
예제 #5
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 protected extern ivec2 textureSize(usampler1DArray sampler, int lod);
예제 #6
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 protected extern uivec4 textureGrad(usampler1DArray sampler, vec2 p, float dPdx, float dPdy);
예제 #7
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 protected extern uivec4 textureLodOffset(usampler1DArray sampler, vec2 p, int lod, int offset);
예제 #8
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 protected extern uivec4 texelFetchOffset(usampler1DArray sampler, ivec2 p, int lod, int offset);
예제 #9
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 protected extern uivec4 texelFetch(usampler1DArray sampler, ivec2 p, int lod);
예제 #10
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 protected extern uivec4 textureOffset(usampler1DArray sampler, vec2 p, int offset, float bias   = 0);
예제 #11
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 protected extern uivec4 textureLod(usampler1DArray sampler, vec2 p, float lod);