]> git.tdb.fi Git - libs/gl.git/blobdiff - builtin_data/_builtin.glsl
Add support for integer vertex attributes
[libs/gl.git] / builtin_data / _builtin.glsl
index 94a7ca696c4f9d5187f15a5cd8abbc9656b5c737..1bdfde13306cb347c061dd29d85a7dbb0acb9f77 100644 (file)
@@ -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);