float texture(sampler1DArrayShadow sampler, vec3 P);
float texture(sampler2DArrayShadow sampler, vec4 P);
float texture(samplerCubeArrayShadow sampler, vec4 P, float compare);
-vec4 textureLod(sampler1D sampler, float P);
-vec4 textureLod(sampler2D sampler, vec2 P);
-vec4 textureLod(sampler3D sampler, vec3 P);
-vec4 textureLod(sampler1DArray sampler, vec2 P);
-vec4 textureLod(sampler2DArray sampler, vec3 P);
-vec4 textureLod(samplerCube sampler, vec3 P);
-vec4 textureLod(samplerCubeArray sampler, vec4 P);
+vec4 textureLod(sampler1D sampler, float P, float lod);
+vec4 textureLod(sampler2D sampler, vec2 P, float lod);
+vec4 textureLod(sampler3D sampler, vec3 P, float lod);
+vec4 textureLod(sampler1DArray sampler, vec2 P, float lod);
+vec4 textureLod(sampler2DArray sampler, vec3 P, float lod);
+vec4 textureLod(samplerCube sampler, vec3 P, float lod);
+vec4 textureLod(samplerCubeArray sampler, vec4 P, float lod);
vec4 texelFetch(sampler1D sampler, int P, int lod);
vec4 texelFetch(sampler2D sampler, ivec2 P, int lod);
vec4 texelFetch(sampler3D sampler, ivec3 P, int lod);
// END BUILTIN FUNCTIONS
#pragma MSP stage(vertex)
+in int gl_VertexID;
+in int gl_InstanceID;
out gl_PerVertex
{
vec4 gl_Position;
+ float gl_PointSize;
float gl_ClipDistance[];
};
in gl_PerVertex
{
vec4 gl_Position;
+ float gl_PointSize;
float gl_ClipDistance[];
} gl_in[];
+in int gl_PrimitiveIDIn;
out gl_PerVertex
{
vec4 gl_Position;
+ float gl_PointSize;
float gl_ClipDistance[];
};
+out int gl_PrimitiveID;
+out int gl_Layer;
void EmitVertex();
void EndPrimitive();
vec3 interpolateAtOffset(vec3 interpolant, vec2 offset);
vec4 interpolateAtOffset(vec4 interpolant, vec2 offset);
// END BUILTIN FRAGMENT FUNCTIONS
+
+in vec4 gl_FragCoord;
+in bool gl_FrontFacing;
+in float gl_ClipDistance[];
+in vec2 gl_PointCoord;
+in int gl_PrimitiveID;
+in int gl_SampleID;
+in vec2 gl_SamplePosition;
+in int gl_Layer;
+out float gl_FragDepth;