[Mesa-dev] [PATCH 3/3] glsl: Add built-in functions for GLSL 1.50.

Kenneth Graunke kenneth at whitecape.org
Mon Mar 18 18:57:28 PDT 2013


This makes basic built-in functions work in GLSL 1.50.  It supports
everything except the new Geometry Shader functions.

The new 150.glsl file is 140.glsl plus ARB_texture_multisample.glsl;
150.frag is identical to 140.frag except for the #version bump.

Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
---
 src/glsl/builtins/profiles/150.frag |  140 +++++
 src/glsl/builtins/profiles/150.glsl | 1005 +++++++++++++++++++++++++++++++++++
 2 files changed, 1145 insertions(+)
 create mode 100644 src/glsl/builtins/profiles/150.frag
 create mode 100644 src/glsl/builtins/profiles/150.glsl

diff --git a/src/glsl/builtins/profiles/150.frag b/src/glsl/builtins/profiles/150.frag
new file mode 100644
index 0000000..7798e25
--- /dev/null
+++ b/src/glsl/builtins/profiles/150.frag
@@ -0,0 +1,140 @@
+#version 150
+/* 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);
diff --git a/src/glsl/builtins/profiles/150.glsl b/src/glsl/builtins/profiles/150.glsl
new file mode 100644
index 0000000..78fef51
--- /dev/null
+++ b/src/glsl/builtins/profiles/150.glsl
@@ -0,0 +1,1005 @@
+#version 150
+/*
+ * 8.1 - Angle and Trigonometry Functions
+ */
+float radians(float degrees);
+vec2  radians(vec2  degrees);
+vec3  radians(vec3  degrees);
+vec4  radians(vec4  degrees);
+
+float degrees(float radians);
+vec2  degrees(vec2  radians);
+vec3  degrees(vec3  radians);
+vec4  degrees(vec4  radians);
+
+float sin(float angle);
+vec2  sin(vec2  angle);
+vec3  sin(vec3  angle);
+vec4  sin(vec4  angle);
+
+float cos(float angle);
+vec2  cos(vec2  angle);
+vec3  cos(vec3  angle);
+vec4  cos(vec4  angle);
+
+float tan(float angle);
+vec2  tan(vec2  angle);
+vec3  tan(vec3  angle);
+vec4  tan(vec4  angle);
+
+float asin(float angle);
+vec2  asin(vec2  angle);
+vec3  asin(vec3  angle);
+vec4  asin(vec4  angle);
+
+float acos(float angle);
+vec2  acos(vec2  angle);
+vec3  acos(vec3  angle);
+vec4  acos(vec4  angle);
+
+float atan(float y, float x);
+vec2  atan(vec2  y, vec2  x);
+vec3  atan(vec3  y, vec3  x);
+vec4  atan(vec4  y, vec4  x);
+
+float atan(float y_over_x);
+vec2  atan(vec2  y_over_x);
+vec3  atan(vec3  y_over_x);
+vec4  atan(vec4  y_over_x);
+
+float sinh(float x);
+vec2  sinh(vec2  x);
+vec3  sinh(vec3  x);
+vec4  sinh(vec4  x);
+
+float cosh(float x);
+vec2  cosh(vec2  x);
+vec3  cosh(vec3  x);
+vec4  cosh(vec4  x);
+
+float tanh(float x);
+vec2  tanh(vec2  x);
+vec3  tanh(vec3  x);
+vec4  tanh(vec4  x);
+
+float asinh(float x);
+vec2  asinh(vec2  x);
+vec3  asinh(vec3  x);
+vec4  asinh(vec4  x);
+
+float acosh(float x);
+vec2  acosh(vec2  x);
+vec3  acosh(vec3  x);
+vec4  acosh(vec4  x);
+
+float atanh(float x);
+vec2  atanh(vec2  x);
+vec3  atanh(vec3  x);
+vec4  atanh(vec4  x);
+
+/*
+ * 8.2 - Exponential Functions
+ */
+float pow(float x, float y);
+vec2  pow(vec2  x, vec2  y);
+vec3  pow(vec3  x, vec3  y);
+vec4  pow(vec4  x, vec4  y);
+
+float exp(float x);
+vec2  exp(vec2  x);
+vec3  exp(vec3  x);
+vec4  exp(vec4  x);
+
+float log(float x);
+vec2  log(vec2  x);
+vec3  log(vec3  x);
+vec4  log(vec4  x);
+
+float exp2(float x);
+vec2  exp2(vec2  x);
+vec3  exp2(vec3  x);
+vec4  exp2(vec4  x);
+
+float log2(float x);
+vec2  log2(vec2  x);
+vec3  log2(vec3  x);
+vec4  log2(vec4  x);
+
+float sqrt(float x);
+vec2  sqrt(vec2  x);
+vec3  sqrt(vec3  x);
+vec4  sqrt(vec4  x);
+
+float inversesqrt(float x);
+vec2  inversesqrt(vec2  x);
+vec3  inversesqrt(vec3  x);
+vec4  inversesqrt(vec4  x);
+
+/*
+ * 8.3 - Common Functions
+ */
+float abs(float x);
+vec2  abs(vec2  x);
+vec3  abs(vec3  x);
+vec4  abs(vec4  x);
+int   abs(int   x);
+ivec2 abs(ivec2 x);
+ivec3 abs(ivec3 x);
+ivec4 abs(ivec4 x);
+
+float sign(float x);
+vec2  sign(vec2  x);
+vec3  sign(vec3  x);
+vec4  sign(vec4  x);
+int   sign(int   x);
+ivec2 sign(ivec2 x);
+ivec3 sign(ivec3 x);
+ivec4 sign(ivec4 x);
+
+float floor(float x);
+vec2  floor(vec2  x);
+vec3  floor(vec3  x);
+vec4  floor(vec4  x);
+
+float trunc(float x);
+vec2  trunc(vec2  x);
+vec3  trunc(vec3  x);
+vec4  trunc(vec4  x);
+
+float round(float x);
+vec2  round(vec2  x);
+vec3  round(vec3  x);
+vec4  round(vec4  x);
+
+float roundEven(float x);
+vec2  roundEven(vec2  x);
+vec3  roundEven(vec3  x);
+vec4  roundEven(vec4  x);
+
+float ceil(float x);
+vec2  ceil(vec2  x);
+vec3  ceil(vec3  x);
+vec4  ceil(vec4  x);
+
+float fract(float x);
+vec2  fract(vec2  x);
+vec3  fract(vec3  x);
+vec4  fract(vec4  x);
+
+float mod(float x, float y);
+vec2  mod(vec2  x, float y);
+vec3  mod(vec3  x, float y);
+vec4  mod(vec4  x, float y);
+
+vec2  mod(vec2  x, vec2  y);
+vec3  mod(vec3  x, vec3  y);
+vec4  mod(vec4  x, vec4  y);
+
+float modf(float x, out float i);
+vec2  modf(vec2  x, out vec2  i);
+vec3  modf(vec3  x, out vec3  i);
+vec4  modf(vec4  x, out vec4  i);
+
+float min(float x, float y);
+vec2  min(vec2  x, vec2  y);
+vec3  min(vec3  x, vec3  y);
+vec4  min(vec4  x, vec4  y);
+
+vec2  min(vec2  x, float y);
+vec3  min(vec3  x, float y);
+vec4  min(vec4  x, float y);
+
+int   min(int   x, int   y);
+ivec2 min(ivec2 x, ivec2 y);
+ivec3 min(ivec3 x, ivec3 y);
+ivec4 min(ivec4 x, ivec4 y);
+
+ivec2 min(ivec2 x, int   y);
+ivec3 min(ivec3 x, int   y);
+ivec4 min(ivec4 x, int   y);
+
+uint  min(uint  x, uint  y);
+uvec2 min(uvec2 x, uvec2 y);
+uvec3 min(uvec3 x, uvec3 y);
+uvec4 min(uvec4 x, uvec4 y);
+
+uvec2 min(uvec2 x, uint  y);
+uvec3 min(uvec3 x, uint  y);
+uvec4 min(uvec4 x, uint  y);
+
+float max(float x, float y);
+vec2  max(vec2  x, vec2  y);
+vec3  max(vec3  x, vec3  y);
+vec4  max(vec4  x, vec4  y);
+
+vec2  max(vec2  x, float y);
+vec3  max(vec3  x, float y);
+vec4  max(vec4  x, float y);
+
+int   max(int   x, int   y);
+ivec2 max(ivec2 x, ivec2 y);
+ivec3 max(ivec3 x, ivec3 y);
+ivec4 max(ivec4 x, ivec4 y);
+
+ivec2 max(ivec2 x, int   y);
+ivec3 max(ivec3 x, int   y);
+ivec4 max(ivec4 x, int   y);
+
+uint  max(uint  x, uint  y);
+uvec2 max(uvec2 x, uvec2 y);
+uvec3 max(uvec3 x, uvec3 y);
+uvec4 max(uvec4 x, uvec4 y);
+
+uvec2 max(uvec2 x, uint  y);
+uvec3 max(uvec3 x, uint  y);
+uvec4 max(uvec4 x, uint  y);
+
+float clamp(float x, float minVal, float maxVal);
+vec2  clamp(vec2  x, vec2  minVal, vec2  maxVal);
+vec3  clamp(vec3  x, vec3  minVal, vec3  maxVal);
+vec4  clamp(vec4  x, vec4  minVal, vec4  maxVal);
+
+vec2  clamp(vec2  x, float minVal, float maxVal);
+vec3  clamp(vec3  x, float minVal, float maxVal);
+vec4  clamp(vec4  x, float minVal, float maxVal);
+
+int   clamp(int   x, int   minVal, int   maxVal);
+ivec2 clamp(ivec2 x, ivec2 minVal, ivec2 maxVal);
+ivec3 clamp(ivec3 x, ivec3 minVal, ivec3 maxVal);
+ivec4 clamp(ivec4 x, ivec4 minVal, ivec4 maxVal);
+
+ivec2 clamp(ivec2 x, int   minVal, int   maxVal);
+ivec3 clamp(ivec3 x, int   minVal, int   maxVal);
+ivec4 clamp(ivec4 x, int   minVal, int   maxVal);
+
+uint  clamp(uint  x, uint  minVal, uint  maxVal);
+uvec2 clamp(uvec2 x, uvec2 minVal, uvec2 maxVal);
+uvec3 clamp(uvec3 x, uvec3 minVal, uvec3 maxVal);
+uvec4 clamp(uvec4 x, uvec4 minVal, uvec4 maxVal);
+
+uvec2 clamp(uvec2 x, uint  minVal, uint  maxVal);
+uvec3 clamp(uvec3 x, uint  minVal, uint  maxVal);
+uvec4 clamp(uvec4 x, uint  minVal, uint  maxVal);
+
+float mix(float x, float y, float a);
+vec2  mix(vec2  x, vec2  y, vec2  a);
+vec3  mix(vec3  x, vec3  y, vec3  a);
+vec4  mix(vec4  x, vec4  y, vec4  a);
+
+vec2  mix(vec2  x, vec2  y, float a);
+vec3  mix(vec3  x, vec3  y, float a);
+vec4  mix(vec4  x, vec4  y, float a);
+
+float mix(float x, float y, bool  a);
+vec2  mix(vec2  x, vec2  y, bvec2 a);
+vec3  mix(vec3  x, vec3  y, bvec3 a);
+vec4  mix(vec4  x, vec4  y, bvec4 a);
+
+float step(float edge, float x);
+vec2  step(vec2  edge, vec2  x);
+vec3  step(vec3  edge, vec3  x);
+vec4  step(vec4  edge, vec4  x);
+
+vec2  step(float edge, vec2  x);
+vec3  step(float edge, vec3  x);
+vec4  step(float edge, vec4  x);
+
+float smoothstep(float edge0, float edge1, float x);
+vec2  smoothstep(vec2  edge0, vec2  edge1, vec2  x);
+vec3  smoothstep(vec3  edge0, vec3  edge1, vec3  x);
+vec4  smoothstep(vec4  edge0, vec4  edge1, vec4  x);
+
+vec2  smoothstep(float edge0, float edge1, vec2  x);
+vec3  smoothstep(float edge0, float edge1, vec3  x);
+vec4  smoothstep(float edge0, float edge1, vec4  x);
+
+bool  isnan(float x);
+bvec2 isnan(vec2  x);
+bvec3 isnan(vec3  x);
+bvec4 isnan(vec4  x);
+
+bool  isinf(float x);
+bvec2 isinf(vec2  x);
+bvec3 isinf(vec3  x);
+bvec4 isinf(vec4  x);
+
+/*
+ * 8.4 - Geometric Functions
+ */
+float length(float x);
+float length(vec2  x);
+float length(vec3  x);
+float length(vec4  x);
+
+float distance(float p0, float p1);
+float distance(vec2  p0, vec2  p1);
+float distance(vec3  p0, vec3  p1);
+float distance(vec4  p0, vec4  p1);
+
+float dot(float x, float y);
+float dot(vec2  x, vec2  y);
+float dot(vec3  x, vec3  y);
+float dot(vec4  x, vec4  y);
+
+vec3 cross(vec3 x, vec3 y);
+
+float normalize(float x);
+vec2  normalize(vec2  x);
+vec3  normalize(vec3  x);
+vec4  normalize(vec4  x);
+
+float faceforward(float N, float I, float Nref);
+vec2  faceforward(vec2  N, vec2  I, vec2  Nref);
+vec3  faceforward(vec3  N, vec3  I, vec3  Nref);
+vec4  faceforward(vec4  N, vec4  I, vec4  Nref);
+
+float reflect(float I, float N);
+vec2  reflect(vec2  I, vec2  N);
+vec3  reflect(vec3  I, vec3  N);
+vec4  reflect(vec4  I, vec4  N);
+
+float refract(float I, float N, float eta);
+vec2  refract(vec2  I, vec2  N, float eta);
+vec3  refract(vec3  I, vec3  N, float eta);
+vec4  refract(vec4  I, vec4  N, float eta);
+
+
+/*
+ * 8.5 - Matrix Functions
+ */
+mat2   matrixCompMult(mat2   x, mat2   y);
+mat3   matrixCompMult(mat3   x, mat3   y);
+mat4   matrixCompMult(mat4   x, mat4   y);
+mat2x3 matrixCompMult(mat2x3 x, mat2x3 y);
+mat2x4 matrixCompMult(mat2x4 x, mat2x4 y);
+mat3x2 matrixCompMult(mat3x2 x, mat3x2 y);
+mat3x4 matrixCompMult(mat3x4 x, mat3x4 y);
+mat4x2 matrixCompMult(mat4x2 x, mat4x2 y);
+mat4x3 matrixCompMult(mat4x3 x, mat4x3 y);
+
+mat2   outerProduct(vec2 c, vec2 r);
+mat3   outerProduct(vec3 c, vec3 r);
+mat4   outerProduct(vec4 c, vec4 r);
+
+mat2x3 outerProduct(vec3 c, vec2 r);
+mat3x2 outerProduct(vec2 c, vec3 r);
+
+mat2x4 outerProduct(vec4 c, vec2 r);
+mat4x2 outerProduct(vec2 c, vec4 r);
+
+mat3x4 outerProduct(vec4 c, vec3 r);
+mat4x3 outerProduct(vec3 c, vec4 r);
+
+mat2   transpose(mat2 m);
+mat3   transpose(mat3 m);
+mat4   transpose(mat4 m);
+
+mat2x3 transpose(mat3x2 m);
+mat3x2 transpose(mat2x3 m);
+
+mat2x4 transpose(mat4x2 m);
+mat4x2 transpose(mat2x4 m);
+
+mat3x4 transpose(mat4x3 m);
+mat4x3 transpose(mat3x4 m);
+
+mat2 inverse(mat2 m);
+mat3 inverse(mat3 m);
+mat4 inverse(mat4 m);
+
+/*
+ * 8.6 - Vector Relational Functions
+ */
+bvec2 lessThan( vec2 x,  vec2 y);
+bvec3 lessThan( vec3 x,  vec3 y);
+bvec4 lessThan( vec4 x,  vec4 y);
+bvec2 lessThan(ivec2 x, ivec2 y);
+bvec3 lessThan(ivec3 x, ivec3 y);
+bvec4 lessThan(ivec4 x, ivec4 y);
+bvec2 lessThan(uvec2 x, uvec2 y);
+bvec3 lessThan(uvec3 x, uvec3 y);
+bvec4 lessThan(uvec4 x, uvec4 y);
+
+bvec2 lessThanEqual( vec2 x,  vec2 y);
+bvec3 lessThanEqual( vec3 x,  vec3 y);
+bvec4 lessThanEqual( vec4 x,  vec4 y);
+bvec2 lessThanEqual(ivec2 x, ivec2 y);
+bvec3 lessThanEqual(ivec3 x, ivec3 y);
+bvec4 lessThanEqual(ivec4 x, ivec4 y);
+bvec2 lessThanEqual(uvec2 x, uvec2 y);
+bvec3 lessThanEqual(uvec3 x, uvec3 y);
+bvec4 lessThanEqual(uvec4 x, uvec4 y);
+
+bvec2 greaterThan( vec2 x,  vec2 y);
+bvec3 greaterThan( vec3 x,  vec3 y);
+bvec4 greaterThan( vec4 x,  vec4 y);
+bvec2 greaterThan(ivec2 x, ivec2 y);
+bvec3 greaterThan(ivec3 x, ivec3 y);
+bvec4 greaterThan(ivec4 x, ivec4 y);
+bvec2 greaterThan(uvec2 x, uvec2 y);
+bvec3 greaterThan(uvec3 x, uvec3 y);
+bvec4 greaterThan(uvec4 x, uvec4 y);
+
+bvec2 greaterThanEqual( vec2 x,  vec2 y);
+bvec3 greaterThanEqual( vec3 x,  vec3 y);
+bvec4 greaterThanEqual( vec4 x,  vec4 y);
+bvec2 greaterThanEqual(ivec2 x, ivec2 y);
+bvec3 greaterThanEqual(ivec3 x, ivec3 y);
+bvec4 greaterThanEqual(ivec4 x, ivec4 y);
+bvec2 greaterThanEqual(uvec2 x, uvec2 y);
+bvec3 greaterThanEqual(uvec3 x, uvec3 y);
+bvec4 greaterThanEqual(uvec4 x, uvec4 y);
+
+bvec2 equal( vec2 x,  vec2 y);
+bvec3 equal( vec3 x,  vec3 y);
+bvec4 equal( vec4 x,  vec4 y);
+bvec2 equal(ivec2 x, ivec2 y);
+bvec3 equal(ivec3 x, ivec3 y);
+bvec4 equal(ivec4 x, ivec4 y);
+bvec2 equal(uvec2 x, uvec2 y);
+bvec3 equal(uvec3 x, uvec3 y);
+bvec4 equal(uvec4 x, uvec4 y);
+bvec2 equal(bvec2 x, bvec2 y);
+bvec3 equal(bvec3 x, bvec3 y);
+bvec4 equal(bvec4 x, bvec4 y);
+
+bvec2 notEqual( vec2 x,  vec2 y);
+bvec3 notEqual( vec3 x,  vec3 y);
+bvec4 notEqual( vec4 x,  vec4 y);
+bvec2 notEqual(ivec2 x, ivec2 y);
+bvec3 notEqual(ivec3 x, ivec3 y);
+bvec4 notEqual(ivec4 x, ivec4 y);
+bvec2 notEqual(uvec2 x, uvec2 y);
+bvec3 notEqual(uvec3 x, uvec3 y);
+bvec4 notEqual(uvec4 x, uvec4 y);
+bvec2 notEqual(bvec2 x, bvec2 y);
+bvec3 notEqual(bvec3 x, bvec3 y);
+bvec4 notEqual(bvec4 x, bvec4 y);
+
+bool any(bvec2 x);
+bool any(bvec3 x);
+bool any(bvec4 x);
+
+bool all(bvec2 x);
+bool all(bvec3 x);
+bool all(bvec4 x);
+
+bvec2 not(bvec2 x);
+bvec3 not(bvec3 x);
+bvec4 not(bvec4 x);
+
+/*
+ * 8.7 - Texture Lookup Functions
+ */
+
+/* textureSize */
+int   textureSize( sampler1D sampler, int lod);
+int   textureSize(isampler1D sampler, int lod);
+int   textureSize(usampler1D sampler, int lod);
+
+ivec2 textureSize( sampler2D sampler, int lod);
+ivec2 textureSize(isampler2D sampler, int lod);
+ivec2 textureSize(usampler2D sampler, int lod);
+
+ivec3 textureSize( sampler3D sampler, int lod);
+ivec3 textureSize(isampler3D sampler, int lod);
+ivec3 textureSize(usampler3D sampler, int lod);
+
+ivec2 textureSize( samplerCube sampler, int lod);
+ivec2 textureSize(isamplerCube sampler, int lod);
+ivec2 textureSize(usamplerCube sampler, int lod);
+
+int   textureSize(sampler1DShadow   sampler, int lod);
+ivec2 textureSize(sampler2DShadow   sampler, int lod);
+ivec2 textureSize(samplerCubeShadow sampler, int lod);
+
+ivec2 textureSize( sampler1DArray sampler, int lod);
+ivec2 textureSize(isampler1DArray sampler, int lod);
+ivec2 textureSize(usampler1DArray sampler, int lod);
+ivec3 textureSize( sampler2DArray sampler, int lod);
+ivec3 textureSize(isampler2DArray sampler, int lod);
+ivec3 textureSize(usampler2DArray sampler, int lod);
+
+ivec2 textureSize(sampler1DArrayShadow sampler, int lod);
+ivec3 textureSize(sampler2DArrayShadow sampler, int lod);
+
+ivec2 textureSize(sampler2DRect sampler);
+ivec2 textureSize(isampler2DRect sampler);
+ivec2 textureSize(usampler2DRect sampler);
+ivec2 textureSize(sampler2DRectShadow sampler);
+
+int  textureSize( samplerBuffer sampler);
+int  textureSize(isamplerBuffer sampler);
+int  textureSize(usamplerBuffer sampler);
+
+ivec2 textureSize( sampler2DMS sampler);
+ivec2 textureSize(isampler2DMS sampler);
+ivec2 textureSize(usampler2DMS sampler);
+
+ivec3 textureSize( sampler2DMSArray sampler);
+ivec3 textureSize(isampler2DMSArray sampler);
+ivec3 textureSize(usampler2DMSArray sampler);
+
+/* texture - no bias */
+ vec4 texture( sampler1D sampler, float P);
+ivec4 texture(isampler1D sampler, float P);
+uvec4 texture(usampler1D sampler, float P);
+
+ vec4 texture( sampler2D sampler, vec2 P);
+ivec4 texture(isampler2D sampler, vec2 P);
+uvec4 texture(usampler2D sampler, vec2 P);
+
+ vec4 texture( sampler3D sampler, vec3 P);
+ivec4 texture(isampler3D sampler, vec3 P);
+uvec4 texture(usampler3D sampler, vec3 P);
+
+ vec4 texture( samplerCube sampler, vec3 P);
+ivec4 texture(isamplerCube sampler, vec3 P);
+uvec4 texture(usamplerCube sampler, vec3 P);
+
+float texture(sampler1DShadow   sampler, vec3 P);
+float texture(sampler2DShadow   sampler, vec3 P);
+float texture(samplerCubeShadow sampler, vec4 P);
+
+ vec4 texture( sampler1DArray sampler, vec2 P);
+ivec4 texture(isampler1DArray sampler, vec2 P);
+uvec4 texture(usampler1DArray sampler, vec2 P);
+
+ vec4 texture( sampler2DArray sampler, vec3 P);
+ivec4 texture(isampler2DArray sampler, vec3 P);
+uvec4 texture(usampler2DArray sampler, vec3 P);
+
+float texture(sampler1DArrayShadow sampler, vec3 P);
+float texture(sampler2DArrayShadow sampler, vec4 P);
+
+ vec4 texture( sampler2DRect sampler, vec2 P);
+ivec4 texture(isampler2DRect sampler, vec2 P);
+uvec4 texture(usampler2DRect sampler, vec2 P);
+
+float texture(sampler2DRectShadow sampler, vec3 P);
+
+/* textureProj - no bias */
+ vec4 textureProj( sampler1D sampler, vec2 P);
+ivec4 textureProj(isampler1D sampler, vec2 P);
+uvec4 textureProj(usampler1D sampler, vec2 P);
+ vec4 textureProj( sampler1D sampler, vec4 P);
+ivec4 textureProj(isampler1D sampler, vec4 P);
+uvec4 textureProj(usampler1D sampler, vec4 P);
+
+ vec4 textureProj( sampler2D sampler, vec3 P);
+ivec4 textureProj(isampler2D sampler, vec3 P);
+uvec4 textureProj(usampler2D sampler, vec3 P);
+ vec4 textureProj( sampler2D sampler, vec4 P);
+ivec4 textureProj(isampler2D sampler, vec4 P);
+uvec4 textureProj(usampler2D sampler, vec4 P);
+
+ vec4 textureProj( sampler3D sampler, vec4 P);
+ivec4 textureProj(isampler3D sampler, vec4 P);
+uvec4 textureProj(usampler3D sampler, vec4 P);
+
+float textureProj(sampler1DShadow sampler, vec4 P);
+float textureProj(sampler2DShadow sampler, vec4 P);
+
+ vec4 textureProj( sampler2DRect sampler, vec3 P);
+ivec4 textureProj(isampler2DRect sampler, vec3 P);
+uvec4 textureProj(usampler2DRect sampler, vec3 P);
+ vec4 textureProj( sampler2DRect sampler, vec4 P);
+ivec4 textureProj(isampler2DRect sampler, vec4 P);
+uvec4 textureProj(usampler2DRect sampler, vec4 P);
+
+float textureProj(sampler2DRectShadow sampler, vec4 P);
+
+/* textureLod */
+ vec4 textureLod( sampler1D sampler, float P, float lod);
+ivec4 textureLod(isampler1D sampler, float P, float lod);
+uvec4 textureLod(usampler1D sampler, float P, float lod);
+
+ vec4 textureLod( sampler2D sampler, vec2 P, float lod);
+ivec4 textureLod(isampler2D sampler, vec2 P, float lod);
+uvec4 textureLod(usampler2D sampler, vec2 P, float lod);
+
+ vec4 textureLod( sampler3D sampler, vec3 P, float lod);
+ivec4 textureLod(isampler3D sampler, vec3 P, float lod);
+uvec4 textureLod(usampler3D sampler, vec3 P, float lod);
+
+ vec4 textureLod( samplerCube sampler, vec3 P, float lod);
+ivec4 textureLod(isamplerCube sampler, vec3 P, float lod);
+uvec4 textureLod(usamplerCube sampler, vec3 P, float lod);
+
+float textureLod(sampler1DShadow sampler, vec3 P, float lod);
+float textureLod(sampler2DShadow sampler, vec3 P, float lod);
+
+ vec4 textureLod( sampler1DArray sampler, vec2 P, float lod);
+ivec4 textureLod(isampler1DArray sampler, vec2 P, float lod);
+uvec4 textureLod(usampler1DArray sampler, vec2 P, float lod);
+
+ vec4 textureLod( sampler2DArray sampler, vec3 P, float lod);
+ivec4 textureLod(isampler2DArray sampler, vec3 P, float lod);
+uvec4 textureLod(usampler2DArray sampler, vec3 P, float lod);
+
+float textureLod(sampler1DArrayShadow sampler, vec3 P, float lod);
+
+/* textureOffset - no bias */
+ vec4 textureOffset( sampler1D sampler, float P, int offset);
+ivec4 textureOffset(isampler1D sampler, float P, int offset);
+uvec4 textureOffset(usampler1D sampler, float P, int offset);
+
+ vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset);
+ivec4 textureOffset(isampler2D sampler, vec2 P, ivec2 offset);
+uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset);
+
+ vec4 textureOffset( sampler3D sampler, vec3 P, ivec3 offset);
+ivec4 textureOffset(isampler3D sampler, vec3 P, ivec3 offset);
+uvec4 textureOffset(usampler3D sampler, vec3 P, ivec3 offset);
+
+ vec4 textureOffset( sampler2DRect sampler, vec2 P, ivec2 offset);
+ivec4 textureOffset(isampler2DRect sampler, vec2 P, ivec2 offset);
+uvec4 textureOffset(usampler2DRect sampler, vec2 P, ivec2 offset);
+
+float textureOffset(sampler2DRectShadow sampler, vec3 P, ivec2 offset);
+
+float textureOffset(sampler1DShadow sampler, vec3 P, int offset);
+float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset);
+
+ vec4 textureOffset( sampler1DArray sampler, vec2 P, int offset);
+ivec4 textureOffset(isampler1DArray sampler, vec2 P, int offset);
+uvec4 textureOffset(usampler1DArray sampler, vec2 P, int offset);
+
+ vec4 textureOffset( sampler2DArray sampler, vec3 P, ivec2 offset);
+ivec4 textureOffset(isampler2DArray sampler, vec3 P, ivec2 offset);
+uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset);
+
+float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset);
+
+/* texelFetch */
+ vec4 texelFetch( sampler1D sampler, int P, int lod);
+ivec4 texelFetch(isampler1D sampler, int P, int lod);
+uvec4 texelFetch(usampler1D sampler, int P, int lod);
+
+ vec4 texelFetch( sampler2D sampler, ivec2 P, int lod);
+ivec4 texelFetch(isampler2D sampler, ivec2 P, int lod);
+uvec4 texelFetch(usampler2D sampler, ivec2 P, int lod);
+
+ vec4 texelFetch( sampler3D sampler, ivec3 P, int lod);
+ivec4 texelFetch(isampler3D sampler, ivec3 P, int lod);
+uvec4 texelFetch(usampler3D sampler, ivec3 P, int lod);
+
+ vec4 texelFetch( sampler2DRect sampler, ivec2 P);
+ivec4 texelFetch(isampler2DRect sampler, ivec2 P);
+uvec4 texelFetch(usampler2DRect sampler, ivec2 P);
+
+ vec4 texelFetch( sampler1DArray sampler, ivec2 P, int lod);
+ivec4 texelFetch(isampler1DArray sampler, ivec2 P, int lod);
+uvec4 texelFetch(usampler1DArray sampler, ivec2 P, int lod);
+
+ vec4 texelFetch( sampler2DArray sampler, ivec3 P, int lod);
+ivec4 texelFetch(isampler2DArray sampler, ivec3 P, int lod);
+uvec4 texelFetch(usampler2DArray sampler, ivec3 P, int lod);
+
+ vec4 texelFetch( samplerBuffer sampler, int P);
+ivec4 texelFetch(isamplerBuffer sampler, int P);
+uvec4 texelFetch(usamplerBuffer sampler, int P);
+
+ vec4 texelFetch( sampler2DMS sampler, ivec2 P, int sample);
+ivec4 texelFetch(isampler2DMS sampler, ivec2 P, int sample);
+uvec4 texelFetch(usampler2DMS sampler, ivec2 P, int sample);
+
+ vec4 texelFetch( sampler2DMSArray sampler, ivec3 P, int sample);
+ivec4 texelFetch(isampler2DMSArray sampler, ivec3 P, int sample);
+uvec4 texelFetch(usampler2DMSArray sampler, ivec3 P, int sample);
+
+/* texelFetchOffset */
+ vec4 texelFetchOffset( sampler1D sampler, int P, int lod, int offset);
+ivec4 texelFetchOffset(isampler1D sampler, int P, int lod, int offset);
+uvec4 texelFetchOffset(usampler1D sampler, int P, int lod, int offset);
+
+ vec4 texelFetchOffset( sampler2D sampler, ivec2 P, int lod, ivec2 offset);
+ivec4 texelFetchOffset(isampler2D sampler, ivec2 P, int lod, ivec2 offset);
+uvec4 texelFetchOffset(usampler2D sampler, ivec2 P, int lod, ivec2 offset);
+
+ vec4 texelFetchOffset( sampler3D sampler, ivec3 P, int lod, ivec3 offset);
+ivec4 texelFetchOffset(isampler3D sampler, ivec3 P, int lod, ivec3 offset);
+uvec4 texelFetchOffset(usampler3D sampler, ivec3 P, int lod, ivec3 offset);
+
+ vec4 texelFetchOffset( sampler2DRect sampler, ivec2 P, ivec2 offset);
+ivec4 texelFetchOffset(isampler2DRect sampler, ivec2 P, ivec2 offset);
+uvec4 texelFetchOffset(usampler2DRect sampler, ivec2 P, ivec2 offset);
+
+ vec4 texelFetchOffset( sampler1DArray sampler, ivec2 P, int lod, int offset);
+ivec4 texelFetchOffset(isampler1DArray sampler, ivec2 P, int lod, int offset);
+uvec4 texelFetchOffset(usampler1DArray sampler, ivec2 P, int lod, int offset);
+
+ vec4 texelFetchOffset( sampler2DArray sampler, ivec3 P, int lod, ivec2 offset);
+ivec4 texelFetchOffset(isampler2DArray sampler, ivec3 P, int lod, ivec2 offset);
+uvec4 texelFetchOffset(usampler2DArray sampler, ivec3 P, int lod, ivec2 offset);
+
+/* textureProjOffset - no bias */
+ vec4 textureProjOffset( sampler1D sampler, vec2 P, int offset);
+ivec4 textureProjOffset(isampler1D sampler, vec2 P, int offset);
+uvec4 textureProjOffset(usampler1D sampler, vec2 P, int offset);
+ vec4 textureProjOffset( sampler1D sampler, vec4 P, int offset);
+ivec4 textureProjOffset(isampler1D sampler, vec4 P, int offset);
+uvec4 textureProjOffset(usampler1D sampler, vec4 P, int offset);
+
+ vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset);
+ivec4 textureProjOffset(isampler2D sampler, vec3 P, ivec2 offset);
+uvec4 textureProjOffset(usampler2D sampler, vec3 P, ivec2 offset);
+ vec4 textureProjOffset( sampler2D sampler, vec4 P, ivec2 offset);
+ivec4 textureProjOffset(isampler2D sampler, vec4 P, ivec2 offset);
+uvec4 textureProjOffset(usampler2D sampler, vec4 P, ivec2 offset);
+
+ vec4 textureProjOffset( sampler3D sampler, vec4 P, ivec3 offset);
+ivec4 textureProjOffset(isampler3D sampler, vec4 P, ivec3 offset);
+uvec4 textureProjOffset(usampler3D sampler, vec4 P, ivec3 offset);
+
+ vec4 textureProjOffset( sampler2DRect sampler, vec3 P, ivec2 offset);
+ivec4 textureProjOffset(isampler2DRect sampler, vec3 P, ivec2 offset);
+uvec4 textureProjOffset(usampler2DRect sampler, vec3 P, ivec2 offset);
+ vec4 textureProjOffset( sampler2DRect sampler, vec4 P, ivec2 offset);
+ivec4 textureProjOffset(isampler2DRect sampler, vec4 P, ivec2 offset);
+uvec4 textureProjOffset(usampler2DRect sampler, vec4 P, ivec2 offset);
+
+float textureProjOffset(sampler2DRectShadow sampler, vec4 P, ivec2 offset);
+
+float textureProjOffset(sampler1DShadow sampler, vec4 P, int offset);
+float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset);
+
+/* textureLodOffset */
+ vec4 textureLodOffset( sampler1D sampler, float P, float lod, int offset);
+ivec4 textureLodOffset(isampler1D sampler, float P, float lod, int offset);
+uvec4 textureLodOffset(usampler1D sampler, float P, float lod, int offset);
+
+ vec4 textureLodOffset( sampler2D sampler, vec2 P, float lod, ivec2 offset);
+ivec4 textureLodOffset(isampler2D sampler, vec2 P, float lod, ivec2 offset);
+uvec4 textureLodOffset(usampler2D sampler, vec2 P, float lod, ivec2 offset);
+
+ vec4 textureLodOffset( sampler3D sampler, vec3 P, float lod, ivec3 offset);
+ivec4 textureLodOffset(isampler3D sampler, vec3 P, float lod, ivec3 offset);
+uvec4 textureLodOffset(usampler3D sampler, vec3 P, float lod, ivec3 offset);
+
+float textureLodOffset(sampler1DShadow samp, vec3 P, float lod, int offset);
+float textureLodOffset(sampler2DShadow samp, vec3 P, float lod, ivec2 offset);
+
+ vec4 textureLodOffset( sampler1DArray sampler, vec2 P, float lod, int offset);
+ivec4 textureLodOffset(isampler1DArray sampler, vec2 P, float lod, int offset);
+uvec4 textureLodOffset(usampler1DArray sampler, vec2 P, float lod, int offset);
+
+ vec4 textureLodOffset( sampler2DArray samp, vec3 P, float lod, ivec2 offset);
+ivec4 textureLodOffset(isampler2DArray samp, vec3 P, float lod, ivec2 offset);
+uvec4 textureLodOffset(usampler2DArray samp, vec3 P, float lod, ivec2 offset);
+
+float textureLodOffset(sampler1DArrayShadow s, vec3 P, float lod, int offset);
+
+/* textureProjLod */
+ vec4 textureProjLod( sampler1D sampler, vec2 P, float lod);
+ivec4 textureProjLod(isampler1D sampler, vec2 P, float lod);
+uvec4 textureProjLod(usampler1D sampler, vec2 P, float lod);
+ vec4 textureProjLod( sampler1D sampler, vec4 P, float lod);
+ivec4 textureProjLod(isampler1D sampler, vec4 P, float lod);
+uvec4 textureProjLod(usampler1D sampler, vec4 P, float lod);
+
+ vec4 textureProjLod( sampler2D sampler, vec3 P, float lod);
+ivec4 textureProjLod(isampler2D sampler, vec3 P, float lod);
+uvec4 textureProjLod(usampler2D sampler, vec3 P, float lod);
+ vec4 textureProjLod( sampler2D sampler, vec4 P, float lod);
+ivec4 textureProjLod(isampler2D sampler, vec4 P, float lod);
+uvec4 textureProjLod(usampler2D sampler, vec4 P, float lod);
+
+ vec4 textureProjLod( sampler3D sampler, vec4 P, float lod);
+ivec4 textureProjLod(isampler3D sampler, vec4 P, float lod);
+uvec4 textureProjLod(usampler3D sampler, vec4 P, float lod);
+
+float textureProjLod(sampler1DShadow sampler, vec4 P, float lod);
+float textureProjLod(sampler2DShadow sampler, vec4 P, float lod);
+
+/* textureProjLodOffset */
+ vec4 textureProjLodOffset( sampler1D sampler, vec2 P, float lod, int offset);
+ivec4 textureProjLodOffset(isampler1D sampler, vec2 P, float lod, int offset);
+uvec4 textureProjLodOffset(usampler1D sampler, vec2 P, float lod, int offset);
+ vec4 textureProjLodOffset( sampler1D sampler, vec4 P, float lod, int offset);
+ivec4 textureProjLodOffset(isampler1D sampler, vec4 P, float lod, int offset);
+uvec4 textureProjLodOffset(usampler1D sampler, vec4 P, float lod, int offset);
+
+ vec4 textureProjLodOffset( sampler2D sampler, vec3 P, float lod, ivec2 offset);
+ivec4 textureProjLodOffset(isampler2D sampler, vec3 P, float lod, ivec2 offset);
+uvec4 textureProjLodOffset(usampler2D sampler, vec3 P, float lod, ivec2 offset);
+ vec4 textureProjLodOffset( sampler2D sampler, vec4 P, float lod, ivec2 offset);
+ivec4 textureProjLodOffset(isampler2D sampler, vec4 P, float lod, ivec2 offset);
+uvec4 textureProjLodOffset(usampler2D sampler, vec4 P, float lod, ivec2 offset);
+
+ vec4 textureProjLodOffset( sampler3D sampler, vec4 P, float lod, ivec3 offset);
+ivec4 textureProjLodOffset(isampler3D sampler, vec4 P, float lod, ivec3 offset);
+uvec4 textureProjLodOffset(usampler3D sampler, vec4 P, float lod, ivec3 offset);
+
+float textureProjLodOffset(sampler1DShadow s, vec4 P, float lod, int offset);
+float textureProjLodOffset(sampler2DShadow s, vec4 P, float lod, ivec2 offset);
+
+/* textureGrad */
+ vec4 textureGrad( sampler1D sampler, float P, float dPdx, float dPdy);
+ivec4 textureGrad(isampler1D sampler, float P, float dPdx, float dPdy);
+uvec4 textureGrad(usampler1D sampler, float P, float dPdx, float dPdy);
+
+ vec4 textureGrad( sampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy);
+ivec4 textureGrad(isampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy);
+uvec4 textureGrad(usampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy);
+
+ vec4 textureGrad( sampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy);
+ivec4 textureGrad(isampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy);
+uvec4 textureGrad(usampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy);
+
+ vec4 textureGrad( samplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy);
+ivec4 textureGrad(isamplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy);
+uvec4 textureGrad(usamplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy);
+
+ vec4 textureGrad( sampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy);
+ivec4 textureGrad(isampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy);
+uvec4 textureGrad(usampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy);
+
+float textureGrad(sampler2DRectShadow   sampler, vec3 P, vec2  dPdx, vec2  dPdy);
+
+float textureGrad(sampler1DShadow   sampler, vec3 P, float dPdx, float dPdy);
+float textureGrad(sampler2DShadow   sampler, vec3 P, vec2  dPdx, vec2  dPdy);
+float textureGrad(samplerCubeShadow sampler, vec4 P, vec3  dPdx, vec3  dPdy);
+
+ vec4 textureGrad( sampler1DArray sampler, vec2 P, float dPdx, float dPdy);
+ivec4 textureGrad(isampler1DArray sampler, vec2 P, float dPdx, float dPdy);
+uvec4 textureGrad(usampler1DArray sampler, vec2 P, float dPdx, float dPdy);
+
+ vec4 textureGrad( sampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy);
+ivec4 textureGrad(isampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy);
+uvec4 textureGrad(usampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy);
+
+float textureGrad(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy);
+float textureGrad(sampler2DArrayShadow sampler, vec4 P, vec2  dPdx, vec2  dPdy);
+
+/* textureGradOffset */
+ vec4 textureGradOffset( sampler1D s, float P, float dx, float dy, int off);
+ivec4 textureGradOffset(isampler1D s, float P, float dx, float dy, int offset);
+uvec4 textureGradOffset(usampler1D s, float P, float dx, float dy, int offset);
+
+ vec4 textureGradOffset( sampler2D s, vec2 P, vec2 dx, vec2 dy, ivec2 offset);
+ivec4 textureGradOffset(isampler2D s, vec2 P, vec2 dx, vec2 dy, ivec2 offset);
+uvec4 textureGradOffset(usampler2D s, vec2 P, vec2 dx, vec2 dy, ivec2 offset);
+
+ vec4 textureGradOffset( sampler3D s, vec3 P, vec3 dx, vec3 dy, ivec3 offset);
+ivec4 textureGradOffset(isampler3D s, vec3 P, vec3 dx, vec3 dy, ivec3 offset);
+uvec4 textureGradOffset(usampler3D s, vec3 P, vec3 dx, vec3 dy, ivec3 offset);
+
+ vec4 textureGradOffset( sampler2DRect s, vec2 P, vec2 dx, vec2 dy, ivec2 offset);
+ivec4 textureGradOffset(isampler2DRect s, vec2 P, vec2 dx, vec2 dy, ivec2 offset);
+uvec4 textureGradOffset(usampler2DRect s, vec2 P, vec2 dx, vec2 dy, ivec2 offset);
+
+float textureGradOffset(sampler2DRectShadow s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
+
+float textureGradOffset(sampler1DShadow s, vec3 P, float dx, float dy, int off);
+float textureGradOffset(sampler2DShadow s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
+
+ vec4 textureGradOffset( sampler1DArray s, vec2 P, float dx, float dy, int off);
+ivec4 textureGradOffset(isampler1DArray s, vec2 P, float dx, float dy, int off);
+uvec4 textureGradOffset(usampler1DArray s, vec2 P, float dx, float dy, int off);
+
+ vec4 textureGradOffset( sampler2DArray s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
+ivec4 textureGradOffset(isampler2DArray s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
+uvec4 textureGradOffset(usampler2DArray s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
+
+float textureGradOffset(sampler1DArrayShadow s, vec3 P, float dx, float dy, int o);
+float textureGradOffset(sampler2DArrayShadow s, vec4 P, vec2 dx, vec2 dy, ivec2 o);
+
+/* textureProjGrad */
+ vec4 textureProjGrad( sampler1D sampler, vec2 P, float dPdx, float dPdy);
+ivec4 textureProjGrad(isampler1D sampler, vec2 P, float dPdx, float dPdy);
+uvec4 textureProjGrad(usampler1D sampler, vec2 P, float dPdx, float dPdy);
+ vec4 textureProjGrad( sampler1D sampler, vec4 P, float dPdx, float dPdy);
+ivec4 textureProjGrad(isampler1D sampler, vec4 P, float dPdx, float dPdy);
+uvec4 textureProjGrad(usampler1D sampler, vec4 P, float dPdx, float dPdy);
+
+ vec4 textureProjGrad( sampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy);
+ivec4 textureProjGrad(isampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy);
+uvec4 textureProjGrad(usampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy);
+ vec4 textureProjGrad( sampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy);
+ivec4 textureProjGrad(isampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy);
+uvec4 textureProjGrad(usampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy);
+
+ vec4 textureProjGrad( sampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy);
+ivec4 textureProjGrad(isampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy);
+uvec4 textureProjGrad(usampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy);
+
+ vec4 textureProjGrad( sampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy);
+ivec4 textureProjGrad(isampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy);
+uvec4 textureProjGrad(usampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy);
+ vec4 textureProjGrad( sampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy);
+ivec4 textureProjGrad(isampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy);
+uvec4 textureProjGrad(usampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy);
+
+float textureProjGrad(sampler2DRectShadow sampler, vec4 P, vec2  dPdx, vec2  dPdy);
+
+float textureProjGrad(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy);
+float textureProjGrad(sampler2DShadow sampler, vec4 P, vec2  dPdx, vec2  dPdy);
+
+/* textureProjGradOffset */
+ vec4 textureProjGradOffset( sampler1D s, vec2 P, float dx, float dy, int off);
+ivec4 textureProjGradOffset(isampler1D s, vec2 P, float dx, float dy, int off);
+uvec4 textureProjGradOffset(usampler1D s, vec2 P, float dx, float dy, int off);
+ vec4 textureProjGradOffset( sampler1D s, vec4 P, float dx, float dy, int off);
+ivec4 textureProjGradOffset(isampler1D s, vec4 P, float dx, float dy, int off);
+uvec4 textureProjGradOffset(usampler1D s, vec4 P, float dx, float dy, int off);
+
+ vec4 textureProjGradOffset( sampler2D s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
+ivec4 textureProjGradOffset(isampler2D s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
+uvec4 textureProjGradOffset(usampler2D s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
+ vec4 textureProjGradOffset( sampler2D s, vec4 P, vec2 dx, vec2 dy, ivec2 off);
+ivec4 textureProjGradOffset(isampler2D s, vec4 P, vec2 dx, vec2 dy, ivec2 off);
+uvec4 textureProjGradOffset(usampler2D s, vec4 P, vec2 dx, vec2 dy, ivec2 off);
+
+ vec4 textureProjGradOffset( sampler2DRect s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
+ivec4 textureProjGradOffset(isampler2DRect s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
+uvec4 textureProjGradOffset(usampler2DRect s, vec3 P, vec2 dx, vec2 dy, ivec2 off);
+ vec4 textureProjGradOffset( sampler2DRect s, vec4 P, vec2 dx, vec2 dy, ivec2 off);
+ivec4 textureProjGradOffset(isampler2DRect s, vec4 P, vec2 dx, vec2 dy, ivec2 off);
+uvec4 textureProjGradOffset(usampler2DRect s, vec4 P, vec2 dx, vec2 dy, ivec2 off);
+
+float textureProjGradOffset(sampler2DRectShadow s, vec4 P, vec2 dx, vec2 dy, ivec2 o);
+
+ vec4 textureProjGradOffset( sampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off);
+ivec4 textureProjGradOffset(isampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off);
+uvec4 textureProjGradOffset(usampler3D s, vec4 P, vec3 dx, vec3 dy, ivec3 off);
+
+float textureProjGradOffset(sampler1DShadow s, vec4 P, float dx, float dy, int o);
+float textureProjGradOffset(sampler2DShadow s, vec4 P, vec2 dx, vec2 dy, ivec2 o);
+
+/*
+ * The following texture functions are deprecated:
+ */
+vec4 texture1D       (sampler1D sampler, float coord);
+vec4 texture1DProj   (sampler1D sampler, vec2  coord);
+vec4 texture1DProj   (sampler1D sampler, vec4  coord);
+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 texture2D       (sampler2D sampler, vec2 coord);
+vec4 texture2DProj   (sampler2D sampler, vec3 coord);
+vec4 texture2DProj   (sampler2D sampler, vec4 coord);
+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 texture3D       (sampler3D sampler, vec3 coord);
+vec4 texture3DProj   (sampler3D sampler, vec4 coord);
+vec4 texture3DLod    (sampler3D sampler, vec3 coord, float lod);
+vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);
+
+vec4 textureCube     (samplerCube sampler, vec3 coord);
+vec4 textureCubeLod  (samplerCube sampler, vec3 coord, float lod);
+
+vec4 shadow1D       (sampler1DShadow sampler, vec3 coord);
+vec4 shadow2D       (sampler2DShadow sampler, vec3 coord);
+vec4 shadow1DProj   (sampler1DShadow sampler, vec4 coord);
+vec4 shadow2DProj   (sampler2DShadow sampler, vec4 coord);
+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);
+
+/*
+ * 8.9 - Noise Functions
+ */
+float noise1(float x);
+float noise1(vec2  x);
+float noise1(vec3  x);
+float noise1(vec4  x);
+
+vec2  noise2(float x);
+vec2  noise2(vec2  x);
+vec2  noise2(vec3  x);
+vec2  noise2(vec4  x);
+
+vec3  noise3(float x);
+vec3  noise3(vec2  x);
+vec3  noise3(vec3  x);
+vec3  noise3(vec4  x);
+
+vec4  noise4(float x);
+vec4  noise4(vec2  x);
+vec4  noise4(vec3  x);
+vec4  noise4(vec4  x);
-- 
1.8.2



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