#version 300 es /* texture - bias variants */ vec4 texture( sampler2D sampler, vec2 P, float bias); ivec4 texture(isampler2D sampler, vec2 P, float bias); uvec4 texture(usampler2D sampler, vec2 P, float bias); vec4 texture( sampler3D sampler, vec3 P, float bias); ivec4 texture(isampler3D sampler, vec3 P, float bias); uvec4 texture(usampler3D sampler, vec3 P, float bias); vec4 texture( samplerCube sampler, vec3 P, float bias); ivec4 texture(isamplerCube sampler, vec3 P, float bias); uvec4 texture(usamplerCube sampler, vec3 P, float bias); float texture(sampler2DShadow sampler, vec3 P, float bias); float texture(samplerCubeShadow sampler, vec4 P, float bias); vec4 texture( sampler2DArray sampler, vec3 P, float bias); ivec4 texture(isampler2DArray sampler, vec3 P, float bias); uvec4 texture(usampler2DArray sampler, vec3 P, float bias); float texture(sampler2DArrayShadow sampler, vec4 P, float bias); /* textureProj - bias variants */ vec4 textureProj( sampler2D sampler, vec3 P, float bias); ivec4 textureProj(isampler2D sampler, vec3 P, float bias); uvec4 textureProj(usampler2D sampler, vec3 P, float bias); vec4 textureProj( sampler2D sampler, vec4 P, float bias); ivec4 textureProj(isampler2D sampler, vec4 P, float bias); uvec4 textureProj(usampler2D sampler, vec4 P, float bias); vec4 textureProj( sampler3D sampler, vec4 P, float bias); ivec4 textureProj(isampler3D sampler, vec4 P, float bias); uvec4 textureProj(usampler3D sampler, vec4 P, float bias); float textureProj(sampler2DShadow sampler, vec4 P, float bias); /* textureOffset - bias variants */ vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias); ivec4 textureOffset(isampler2D sampler, vec2 P, ivec2 offset, float bias); uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset, float bias); vec4 textureOffset( sampler3D sampler, vec3 P, ivec3 offset, float bias); ivec4 textureOffset(isampler3D sampler, vec3 P, ivec3 offset, float bias); uvec4 textureOffset(usampler3D sampler, vec3 P, ivec3 offset, float bias); float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float bias); vec4 textureOffset( sampler2DArray sampler, vec3 P, ivec2 offset, float bias); ivec4 textureOffset(isampler2DArray sampler, vec3 P, ivec2 offset, float bias); uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset, float bias); /* textureProjOffsetOffset - bias variants */ vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset, float bias); ivec4 textureProjOffset(isampler2D sampler, vec3 P, ivec2 offset, float bias); uvec4 textureProjOffset(usampler2D sampler, vec3 P, ivec2 offset, float bias); vec4 textureProjOffset( sampler2D sampler, vec4 P, ivec2 offset, float bias); ivec4 textureProjOffset(isampler2D sampler, vec4 P, ivec2 offset, float bias); uvec4 textureProjOffset(usampler2D sampler, vec4 P, ivec2 offset, float bias); vec4 textureProjOffset( sampler3D sampler, vec4 P, ivec3 offset, float bias); ivec4 textureProjOffset(isampler3D sampler, vec4 P, ivec3 offset, float bias); uvec4 textureProjOffset(usampler3D sampler, vec4 P, ivec3 offset, float bias); float textureProjOffset(sampler2DShadow s, vec4 P, ivec2 offset, float bias); /* * 8.9 - Fragment Processing Functions */ float dFdx(float p); vec2 dFdx(vec2 p); vec3 dFdx(vec3 p); vec4 dFdx(vec4 p); float dFdy(float p); vec2 dFdy(vec2 p); vec3 dFdy(vec3 p); vec4 dFdy(vec4 p); float fwidth(float p); vec2 fwidth(vec2 p); vec3 fwidth(vec3 p); vec4 fwidth(vec4 p);