/* * The existing isotropic vertex texture functions are added to the * built-in functions for fragment shaders. */ vec4 texture1DLod (sampler1D sampler, float coord, float lod); vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod); vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod); vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod); vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod); vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod); vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod); vec4 shadow2DProjLod(sampler2DShadow sampler, vec4 coord, float lod); /* New anisotropic texture functions, providing explicit derivatives: */ vec4 texture1DGradARB (sampler1D sampler, float P, float dPdx, float dPdy); vec4 texture1DProjGradARB (sampler1D sampler, vec2 P, float dPdx, float dPdy); vec4 texture1DProjGradARB (sampler1D sampler, vec4 P, float dPdx, float dPdy); vec4 texture2DGradARB (sampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy); vec4 texture2DProjGradARB (sampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy); vec4 texture2DProjGradARB (sampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy); vec4 texture3DGradARB (sampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy); vec4 texture3DProjGradARB (sampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy); vec4 textureCubeGradARB (samplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy); vec4 shadow1DGradARB (sampler1DShadow sampler, vec3 P, float dPdx, float dPdy); vec4 shadow1DProjGradARB (sampler1DShadow sampler, vec4 P, float dPdx, float dPdy); vec4 shadow2DGradARB (sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy); vec4 shadow2DProjGradARB (sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy); #ifdef GL_ARB_texture_rectangle vec4 texture2DRectGradARB (sampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy); vec4 texture2DRectProjGradARB(sampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy); vec4 texture2DRectProjGradARB(sampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy); vec4 shadow2DRectGradARB (sampler2DRectShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy); vec4 shadow2DRectProjGradARB (sampler2DRectShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy); #endif