glsl: Add compiler support for ARB_shader_texture_lod.
[mesa.git] / src / glsl / builtins / profiles / ARB_shader_texture_lod.frag
1 /*
2 * The existing isotropic vertex texture functions are added to the
3 * built-in functions for fragment shaders.
4 */
5 vec4 texture1DLod (sampler1D sampler, float coord, float lod);
6 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod);
7 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod);
8 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod);
9 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
10 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
11 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod);
12 vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);
13 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod);
14 vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod);
15 vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod);
16 vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod);
17 vec4 shadow2DProjLod(sampler2DShadow sampler, vec4 coord, float lod);
18
19 /* New anisotropic texture functions, providing explicit derivatives: */
20 vec4 texture1DGradARB (sampler1D sampler,
21 float P, float dPdx, float dPdy);
22 vec4 texture1DProjGradARB (sampler1D sampler,
23 vec2 P, float dPdx, float dPdy);
24 vec4 texture1DProjGradARB (sampler1D sampler,
25 vec4 P, float dPdx, float dPdy);
26
27 vec4 texture2DGradARB (sampler2D sampler,
28 vec2 P, vec2 dPdx, vec2 dPdy);
29 vec4 texture2DProjGradARB (sampler2D sampler,
30 vec3 P, vec2 dPdx, vec2 dPdy);
31 vec4 texture2DProjGradARB (sampler2D sampler,
32 vec4 P, vec2 dPdx, vec2 dPdy);
33
34 vec4 texture3DGradARB (sampler3D sampler,
35 vec3 P, vec3 dPdx, vec3 dPdy);
36 vec4 texture3DProjGradARB (sampler3D sampler,
37 vec4 P, vec3 dPdx, vec3 dPdy);
38
39 vec4 textureCubeGradARB (samplerCube sampler,
40 vec3 P, vec3 dPdx, vec3 dPdy);
41
42 vec4 shadow1DGradARB (sampler1DShadow sampler,
43 vec3 P, float dPdx, float dPdy);
44 vec4 shadow1DProjGradARB (sampler1DShadow sampler,
45 vec4 P, float dPdx, float dPdy);
46
47 vec4 shadow2DGradARB (sampler2DShadow sampler,
48 vec3 P, vec2 dPdx, vec2 dPdy);
49 vec4 shadow2DProjGradARB (sampler2DShadow sampler,
50 vec4 P, vec2 dPdx, vec2 dPdy);
51
52 #ifdef GL_ARB_texture_rectangle
53 vec4 texture2DRectGradARB (sampler2DRect sampler,
54 vec2 P, vec2 dPdx, vec2 dPdy);
55 vec4 texture2DRectProjGradARB(sampler2DRect sampler,
56 vec3 P, vec2 dPdx, vec2 dPdy);
57 vec4 texture2DRectProjGradARB(sampler2DRect sampler,
58 vec4 P, vec2 dPdx, vec2 dPdy);
59
60 vec4 shadow2DRectGradARB (sampler2DRectShadow sampler,
61 vec3 P, vec2 dPdx, vec2 dPdy);
62 vec4 shadow2DRectProjGradARB (sampler2DRectShadow sampler,
63 vec4 P, vec2 dPdx, vec2 dPdy);
64 #endif