730
731
uvec4 texelFetchOffset(usampler2DArray sampler, ivec3 P, int lod, ivec2 offset);
732
733
/* textureProjOffset - no bias */
733
vec4 textureProj( sampler1D sampler, vec2 P, int offset);
734
ivec4 textureProj(isampler1D sampler, vec2 P, int offset);
735
uvec4 textureProj(usampler1D sampler, vec2 P, int offset);
736
vec4 textureProj( sampler1D sampler, vec4 P, int offset);
737
ivec4 textureProj(isampler1D sampler, vec4 P, int offset);
738
uvec4 textureProj(usampler1D sampler, vec4 P, int offset);
740
vec4 textureProj( sampler2D sampler, vec3 P, ivec2 offset);
741
ivec4 textureProj(isampler2D sampler, vec3 P, ivec2 offset);
742
uvec4 textureProj(usampler2D sampler, vec3 P, ivec2 offset);
743
vec4 textureProj( sampler2D sampler, vec4 P, ivec2 offset);
744
ivec4 textureProj(isampler2D sampler, vec4 P, ivec2 offset);
745
uvec4 textureProj(usampler2D sampler, vec4 P, ivec2 offset);
747
vec4 textureProj( sampler3D sampler, vec4 P, ivec3 offset);
748
ivec4 textureProj(isampler3D sampler, vec4 P, ivec3 offset);
749
uvec4 textureProj(usampler3D sampler, vec4 P, ivec3 offset);
751
float textureProj(sampler1DShadow sampler, vec4 P, int offset);
752
float textureProj(sampler2DShadow sampler, vec4 P, ivec2 offset);
754
/* textureProjOffset - bias variants */
755
vec4 textureProj( sampler1D sampler, vec2 P, int offset, float bias);
756
ivec4 textureProj(isampler1D sampler, vec2 P, int offset, float bias);
757
uvec4 textureProj(usampler1D sampler, vec2 P, int offset, float bias);
758
vec4 textureProj( sampler1D sampler, vec4 P, int offset, float bias);
759
ivec4 textureProj(isampler1D sampler, vec4 P, int offset, float bias);
760
uvec4 textureProj(usampler1D sampler, vec4 P, int offset, float bias);
762
vec4 textureProj( sampler2D sampler, vec3 P, ivec2 offset, float bias);
763
ivec4 textureProj(isampler2D sampler, vec3 P, ivec2 offset, float bias);
764
uvec4 textureProj(usampler2D sampler, vec3 P, ivec2 offset, float bias);
765
vec4 textureProj( sampler2D sampler, vec4 P, ivec2 offset, float bias);
766
ivec4 textureProj(isampler2D sampler, vec4 P, ivec2 offset, float bias);
767
uvec4 textureProj(usampler2D sampler, vec4 P, ivec2 offset, float bias);
769
vec4 textureProj( sampler3D sampler, vec4 P, ivec3 offset, float bias);
770
ivec4 textureProj(isampler3D sampler, vec4 P, ivec3 offset, float bias);
771
uvec4 textureProj(usampler3D sampler, vec4 P, ivec3 offset, float bias);
773
float textureProj(sampler1DShadow sampler, vec4 P, int offset, float bias);
774
float textureProj(sampler2DShadow sampler, vec4 P, ivec2 offset, float bias);
734
vec4 textureProjOffset( sampler1D sampler, vec2 P, int offset);
735
ivec4 textureProjOffset(isampler1D sampler, vec2 P, int offset);
736
uvec4 textureProjOffset(usampler1D sampler, vec2 P, int offset);
737
vec4 textureProjOffset( sampler1D sampler, vec4 P, int offset);
738
ivec4 textureProjOffset(isampler1D sampler, vec4 P, int offset);
739
uvec4 textureProjOffset(usampler1D sampler, vec4 P, int offset);
741
vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset);
742
ivec4 textureProjOffset(isampler2D sampler, vec3 P, ivec2 offset);
743
uvec4 textureProjOffset(usampler2D sampler, vec3 P, ivec2 offset);
744
vec4 textureProjOffset( sampler2D sampler, vec4 P, ivec2 offset);
745
ivec4 textureProjOffset(isampler2D sampler, vec4 P, ivec2 offset);
746
uvec4 textureProjOffset(usampler2D sampler, vec4 P, ivec2 offset);
748
vec4 textureProjOffset( sampler3D sampler, vec4 P, ivec3 offset);
749
ivec4 textureProjOffset(isampler3D sampler, vec4 P, ivec3 offset);
750
uvec4 textureProjOffset(usampler3D sampler, vec4 P, ivec3 offset);
752
float textureProjOffset(sampler1DShadow sampler, vec4 P, int offset);
753
float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset);
755
/* textureProjOffsetOffset - bias variants */
756
vec4 textureProjOffset( sampler1D sampler, vec2 P, int offset, float bias);
757
ivec4 textureProjOffset(isampler1D sampler, vec2 P, int offset, float bias);
758
uvec4 textureProjOffset(usampler1D sampler, vec2 P, int offset, float bias);
759
vec4 textureProjOffset( sampler1D sampler, vec4 P, int offset, float bias);
760
ivec4 textureProjOffset(isampler1D sampler, vec4 P, int offset, float bias);
761
uvec4 textureProjOffset(usampler1D sampler, vec4 P, int offset, float bias);
763
vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset, float bias);
764
ivec4 textureProjOffset(isampler2D sampler, vec3 P, ivec2 offset, float bias);
765
uvec4 textureProjOffset(usampler2D sampler, vec3 P, ivec2 offset, float bias);
766
vec4 textureProjOffset( sampler2D sampler, vec4 P, ivec2 offset, float bias);
767
ivec4 textureProjOffset(isampler2D sampler, vec4 P, ivec2 offset, float bias);
768
uvec4 textureProjOffset(usampler2D sampler, vec4 P, ivec2 offset, float bias);
770
vec4 textureProjOffset( sampler3D sampler, vec4 P, ivec3 offset, float bias);
771
ivec4 textureProjOffset(isampler3D sampler, vec4 P, ivec3 offset, float bias);
772
uvec4 textureProjOffset(usampler3D sampler, vec4 P, ivec3 offset, float bias);
774
float textureProjOffset(sampler1DShadow s, vec4 P, int offset, float bias);
775
float textureProjOffset(sampler2DShadow s, vec4 P, ivec2 offset, float bias);
776
777
/* textureLodOffset */
777
778
vec4 textureLodOffset( sampler1D sampler, float P, float lod, int offset);