Lines Matching refs:bias
503 /* texture - no bias */
535 /* texture - bias variants */
536 vec4 texture( sampler1D sampler, float P, float bias);
537 ivec4 texture(isampler1D sampler, float P, float bias);
538 uvec4 texture(usampler1D sampler, float P, float bias);
540 vec4 texture( sampler2D sampler, vec2 P, float bias);
541 ivec4 texture(isampler2D sampler, vec2 P, float bias);
542 uvec4 texture(usampler2D sampler, vec2 P, float bias);
544 vec4 texture( sampler3D sampler, vec3 P, float bias);
545 ivec4 texture(isampler3D sampler, vec3 P, float bias);
546 uvec4 texture(usampler3D sampler, vec3 P, float bias);
548 vec4 texture( samplerCube sampler, vec3 P, float bias);
549 ivec4 texture(isamplerCube sampler, vec3 P, float bias);
550 uvec4 texture(usamplerCube sampler, vec3 P, float bias);
552 float texture(sampler1DShadow sampler, vec3 P, float bias);
553 float texture(sampler2DShadow sampler, vec3 P, float bias);
554 float texture(samplerCubeShadow sampler, vec4 P, float bias);
556 vec4 texture( sampler1DArray sampler, vec2 P, float bias);
557 ivec4 texture(isampler1DArray sampler, vec2 P, float bias);
558 uvec4 texture(usampler1DArray sampler, vec2 P, float bias);
560 vec4 texture( sampler2DArray sampler, vec3 P, float bias);
561 ivec4 texture(isampler2DArray sampler, vec3 P, float bias);
562 uvec4 texture(usampler2DArray sampler, vec3 P, float bias);
564 float texture(sampler1DArrayShadow sampler, vec3 P, float bias);
566 /* textureProj - no bias */
588 /* textureProj - bias variants */
589 vec4 textureProj( sampler1D sampler, vec2 P, float bias);
590 ivec4 textureProj(isampler1D sampler, vec2 P, float bias);
591 uvec4 textureProj(usampler1D sampler, vec2 P, float bias);
592 vec4 textureProj( sampler1D sampler, vec4 P, float bias);
593 ivec4 textureProj(isampler1D sampler, vec4 P, float bias);
594 uvec4 textureProj(usampler1D sampler, vec4 P, float bias);
596 vec4 textureProj( sampler2D sampler, vec3 P, float bias);
597 ivec4 textureProj(isampler2D sampler, vec3 P, float bias);
598 uvec4 textureProj(usampler2D sampler, vec3 P, float bias);
599 vec4 textureProj( sampler2D sampler, vec4 P, float bias);
600 ivec4 textureProj(isampler2D sampler, vec4 P, float bias);
601 uvec4 textureProj(usampler2D sampler, vec4 P, float bias);
603 vec4 textureProj( sampler3D sampler, vec4 P, float bias);
604 ivec4 textureProj(isampler3D sampler, vec4 P, float bias);
605 uvec4 textureProj(usampler3D sampler, vec4 P, float bias);
607 float textureProj(sampler1DShadow sampler, vec4 P, float bias);
608 float textureProj(sampler2DShadow sampler, vec4 P, float bias);
641 /* textureOffset - no bias */
667 /* textureOffset - bias variants */
668 vec4 textureOffset( sampler1D sampler, float P, int offset, float bias);
669 ivec4 textureOffset(isampler1D sampler, float P, int offset, float bias);
670 uvec4 textureOffset(usampler1D sampler, float P, int offset, float bias);
672 vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias);
673 ivec4 textureOffset(isampler2D sampler, vec2 P, ivec2 offset, float bias);
674 uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset, float bias);
676 vec4 textureOffset( sampler3D sampler, vec3 P, ivec3 offset, float bias);
677 ivec4 textureOffset(isampler3D sampler, vec3 P, ivec3 offset, float bias);
678 uvec4 textureOffset(usampler3D sampler, vec3 P, ivec3 offset, float bias);
680 float textureOffset(sampler1DShadow sampler, vec3 P, int offset, float bias);
681 float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float bias);
683 vec4 textureOffset( sampler1DArray sampler, vec2 P, int offset, float bias);
684 ivec4 textureOffset(isampler1DArray sampler, vec2 P, int offset, float bias);
685 uvec4 textureOffset(usampler1DArray sampler, vec2 P, int offset, float bias);
687 vec4 textureOffset( sampler2DArray sampler, vec3 P, ivec2 offset, float bias);
688 ivec4 textureOffset(isampler2DArray sampler, vec3 P, ivec2 offset, float bias);
689 uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset, float bias);
691 float textureOffset(sampler1DArrayShadow samp, vec3 P, int offset, float bias);
737 /* textureProjOffset - no bias */
759 /* textureProjOffset - bias variants */
760 vec4 textureProj( sampler1D sampler, vec2 P, int offset, float bias);
761 ivec4 textureProj(isampler1D sampler, vec2 P, int offset, float bias);
762 uvec4 textureProj(usampler1D sampler, vec2 P, int offset, float bias);
763 vec4 textureProj( sampler1D sampler, vec4 P, int offset, float bias);
764 ivec4 textureProj(isampler1D sampler, vec4 P, int offset, float bias);
765 uvec4 textureProj(usampler1D sampler, vec4 P, int offset, float bias);
767 vec4 textureProj( sampler2D sampler, vec3 P, ivec2 offset, float bias);
768 ivec4 textureProj(isampler2D sampler, vec3 P, ivec2 offset, float bias);
769 uvec4 textureProj(usampler2D sampler, vec3 P, ivec2 offset, float bias);
770 vec4 textureProj( sampler2D sampler, vec4 P, ivec2 offset, float bias);
771 ivec4 textureProj(isampler2D sampler, vec4 P, ivec2 offset, float bias);
772 uvec4 textureProj(usampler2D sampler, vec4 P, ivec2 offset, float bias);
774 vec4 textureProj( sampler3D sampler, vec4 P, ivec3 offset, float bias);
775 ivec4 textureProj(isampler3D sampler, vec4 P, ivec3 offset, float bias);
776 uvec4 textureProj(usampler3D sampler, vec4 P, ivec3 offset, float bias);
778 float textureProj(sampler1DShadow sampler, vec4 P, int offset, float bias);
779 float textureProj(sampler2DShadow sampler, vec4 P, ivec2 offset, float bias);
971 vec4 texture1D (sampler1D sampler, float coord, float bias);
972 vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias);
973 vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias);
981 vec4 texture2D (sampler2D sampler, vec2 coord, float bias);
982 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias);
983 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias);
990 vec4 texture3D (sampler3D sampler, vec3 coord, float bias);
991 vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias);
996 vec4 textureCube (samplerCube sampler, vec3 coord, float bias);
1003 vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias);
1004 vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias);
1005 vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord, float bias);
1006 vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias);