X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=builtin_data%2F_builtin.glsl;h=1bdfde13306cb347c061dd29d85a7dbb0acb9f77;hb=e92de029768eef5f0fd744329e589161b46d0762;hp=94a7ca696c4f9d5187f15a5cd8abbc9656b5c737;hpb=91e65bc9e24a6889995081035f6f6f0a78a6c20e;p=libs%2Fgl.git diff --git a/builtin_data/_builtin.glsl b/builtin_data/_builtin.glsl index 94a7ca69..1bdfde13 100644 --- a/builtin_data/_builtin.glsl +++ b/builtin_data/_builtin.glsl @@ -40,6 +40,8 @@ typedef image(dimensions=2[], shadow, sampled) float sampler2DArrayShadow; typedef image(dimensions=cube, shadow, sampled) float samplerCubeShadow; typedef image(dimensions=cube[], shadow, sampled) float samplerCubeArrayShadow; +const float PI = 3.1415926535; + // BEGIN BUILTIN FUNCTIONS float radians(float degrees); vec2 radians(vec2 degrees); @@ -471,6 +473,32 @@ ivec2 textureSize(samplerCubeShadow sampler, int lod); ivec2 textureSize(sampler1DArrayShadow sampler, int lod); ivec3 textureSize(sampler2DArrayShadow sampler, int lod); ivec3 textureSize(samplerCubeArrayShadow sampler, int lod); +vec2 textureQueryLod(sampler1D sampler, float P); +vec2 textureQueryLod(sampler2D sampler, vec2 P); +vec2 textureQueryLod(sampler3D sampler, vec3 P); +vec2 textureQueryLod(sampler1DArray sampler, float P); +vec2 textureQueryLod(sampler2DArray sampler, vec2 P); +vec2 textureQueryLod(samplerCube sampler, vec3 P); +vec2 textureQueryLod(samplerCubeArray sampler, vec3 P); +vec2 textureQueryLod(sampler1DShadow sampler, float P); +vec2 textureQueryLod(sampler2DShadow sampler, vec2 P); +vec2 textureQueryLod(samplerCubeShadow sampler, vec3 P); +vec2 textureQueryLod(sampler1DArrayShadow sampler, float P); +vec2 textureQueryLod(sampler2DArrayShadow sampler, vec2 P); +vec2 textureQueryLod(samplerCubeArrayShadow sampler, vec3 P); +int textureQueryLevels(sampler1D sampler); +int textureQueryLevels(sampler2D sampler); +int textureQueryLevels(sampler3D sampler); +int textureQueryLevels(sampler1DArray sampler); +int textureQueryLevels(sampler2DArray sampler); +int textureQueryLevels(samplerCube sampler); +int textureQueryLevels(samplerCubeArray sampler); +int textureQueryLevels(sampler1DShadow sampler); +int textureQueryLevels(sampler2DShadow sampler); +int textureQueryLevels(samplerCubeShadow sampler); +int textureQueryLevels(sampler1DArrayShadow sampler); +int textureQueryLevels(sampler2DArrayShadow sampler); +int textureQueryLevels(samplerCubeArrayShadow sampler); vec4 texture(sampler1D sampler, float P); vec4 texture(sampler2D sampler, vec2 P); vec4 texture(sampler3D sampler, vec3 P);