diff options
author | Jonathan Gray <jsg@cvs.openbsd.org> | 2014-07-09 21:09:02 +0000 |
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committer | Jonathan Gray <jsg@cvs.openbsd.org> | 2014-07-09 21:09:02 +0000 |
commit | 473dc96b5bfcd9b8163bba1931980c767d4e8a86 (patch) | |
tree | 792db8214c0e02c8c286cc22b67ad99ff928095f /dist/Mesa/src/glsl/builtins/profiles/130.frag | |
parent | 90414e9e8766ee4a4f0ba93d8206de27cf984ce6 (diff) |
Merge Mesa 10.2.3
tested by matthieu@ kettenis@ mpi@ brett@ and myself across a
diverse range of hardware
Diffstat (limited to 'dist/Mesa/src/glsl/builtins/profiles/130.frag')
-rw-r--r-- | dist/Mesa/src/glsl/builtins/profiles/130.frag | 141 |
1 files changed, 0 insertions, 141 deletions
diff --git a/dist/Mesa/src/glsl/builtins/profiles/130.frag b/dist/Mesa/src/glsl/builtins/profiles/130.frag deleted file mode 100644 index d0233b8a2..000000000 --- a/dist/Mesa/src/glsl/builtins/profiles/130.frag +++ /dev/null @@ -1,141 +0,0 @@ -#version 130 - -/* texture - bias variants */ - vec4 texture( sampler1D sampler, float P, float bias); -ivec4 texture(isampler1D sampler, float P, float bias); -uvec4 texture(usampler1D sampler, float P, float bias); - - 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(sampler1DShadow sampler, vec3 P, float bias); -float texture(sampler2DShadow sampler, vec3 P, float bias); -float texture(samplerCubeShadow sampler, vec4 P, float bias); - - vec4 texture( sampler1DArray sampler, vec2 P, float bias); -ivec4 texture(isampler1DArray sampler, vec2 P, float bias); -uvec4 texture(usampler1DArray sampler, vec2 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(sampler1DArrayShadow sampler, vec3 P, float bias); - -/* textureProj - bias variants */ - vec4 textureProj( sampler1D sampler, vec2 P, float bias); -ivec4 textureProj(isampler1D sampler, vec2 P, float bias); -uvec4 textureProj(usampler1D sampler, vec2 P, float bias); - vec4 textureProj( sampler1D sampler, vec4 P, float bias); -ivec4 textureProj(isampler1D sampler, vec4 P, float bias); -uvec4 textureProj(usampler1D sampler, vec4 P, float bias); - - 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(sampler1DShadow sampler, vec4 P, float bias); -float textureProj(sampler2DShadow sampler, vec4 P, float bias); - -/* textureOffset - bias variants */ - vec4 textureOffset( sampler1D sampler, float P, int offset, float bias); -ivec4 textureOffset(isampler1D sampler, float P, int offset, float bias); -uvec4 textureOffset(usampler1D sampler, float P, int offset, float bias); - - 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(sampler1DShadow sampler, vec3 P, int offset, float bias); -float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float bias); - - vec4 textureOffset( sampler1DArray sampler, vec2 P, int offset, float bias); -ivec4 textureOffset(isampler1DArray sampler, vec2 P, int offset, float bias); -uvec4 textureOffset(usampler1DArray sampler, vec2 P, int 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); - -float textureOffset(sampler1DArrayShadow samp, vec3 P, int offset, float bias); - -/* textureProjOffsetOffset - bias variants */ - vec4 textureProjOffset( sampler1D sampler, vec2 P, int offset, float bias); -ivec4 textureProjOffset(isampler1D sampler, vec2 P, int offset, float bias); -uvec4 textureProjOffset(usampler1D sampler, vec2 P, int offset, float bias); - vec4 textureProjOffset( sampler1D sampler, vec4 P, int offset, float bias); -ivec4 textureProjOffset(isampler1D sampler, vec4 P, int offset, float bias); -uvec4 textureProjOffset(usampler1D sampler, vec4 P, int offset, float bias); - - 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(sampler1DShadow s, vec4 P, int offset, float bias); -float textureProjOffset(sampler2DShadow s, vec4 P, ivec2 offset, float bias); - -/* - * The following texture functions are deprecated: - */ -vec4 texture1D (sampler1D sampler, float coord, float bias); -vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias); -vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias); - -vec4 texture2D (sampler2D sampler, vec2 coord, float bias); -vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias); -vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias); - -vec4 texture3D (sampler3D sampler, vec3 coord, float bias); -vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias); - -vec4 textureCube (samplerCube sampler, vec3 coord, float bias); - -vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias); -vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias); -vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord, float bias); -vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias); - -/* - * 8.8 - 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); |