X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=builtin_data%2F_builtin.glsl;h=c8336d9a18e12f05dc3a468023fecd7747e0d7fb;hb=fe2fc291a4fc618425c64112c9ffd3519f0b8a3e;hp=94a7ca696c4f9d5187f15a5cd8abbc9656b5c737;hpb=91e65bc9e24a6889995081035f6f6f0a78a6c20e;p=libs%2Fgl.git diff --git a/builtin_data/_builtin.glsl b/builtin_data/_builtin.glsl index 94a7ca69..c8336d9a 100644 --- a/builtin_data/_builtin.glsl +++ b/builtin_data/_builtin.glsl @@ -471,6 +471,32 @@ 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);