Improve shader function descriptions (#9338)

- Move built-in shader function descriptions from Shading Language
  to a new page, with a format like the class reference.
- Shader built-in functions are sorted by category, each with a summary
  table and then full descriptions of each function, with parameters, 
  returns, and links to the official Khronos docs.

---------

Co-authored-by: clayjohn <claynjohn@gmail.com>
Co-authored-by: ashbygeek <daniel.ashby@sern.blueskydevops.net>
Co-authored-by: Yuri Rubinsky <chaosus89@gmail.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: tetrapod <145553014+tetrapod00@users.noreply.github.com>
This commit is contained in:
Daniel Ashby
2024-11-20 01:41:36 -05:00
committed by GitHub
parent 76a808700c
commit c10b857b54
4 changed files with 4074 additions and 384 deletions

View File

@@ -810,6 +810,31 @@ html.writer-html5 .rst-content table.docutils th {
.wy-table-responsive table.wrap-normal th {
white-space: normal;
}
/* Turn nowrap on per-column */
.wy-table-responsive table.nowrap-col1 td:nth-child(1),
.wy-table-responsive table.nowrap-col1 th:nth-child(1) {
white-space: nowrap;
}
.wy-table-responsive table.nowrap-col2 td:nth-child(2),
.wy-table-responsive table.nowrap-col2 th:nth-child(2) {
white-space: nowrap;
}
.wy-table-responsive table.nowrap-col3 td:nth-child(3),
.wy-table-responsive table.nowrap-col3 th:nth-child(3) {
white-space: nowrap;
}
.wy-table-responsive table.nowrap-col4 td:nth-child(4),
.wy-table-responsive table.nowrap-col4 th:nth-child(4) {
white-space: nowrap;
}
.wy-table-responsive table.nowrap-col5 td:nth-child(5),
.wy-table-responsive table.nowrap-col5 th:nth-child(5) {
white-space: nowrap;
}
.wy-table-responsive table.nowrap-col6 td:nth-child(6),
.wy-table-responsive table.nowrap-col6 th:nth-child(6) {
white-space: nowrap;
}
/* Make sure line blocks don't stretch tables */
.wy-table-responsive table .line-block {
@@ -1136,6 +1161,7 @@ kbd.compound > .kbd,
.classref-descriptions-group > p.classref-annotation,
.classref-descriptions-group > p.classref-themeproperty,
.classref-descriptions-group > p.classref-method,
.classref-descriptions-group > div.classref-method.line-block,
.classref-descriptions-group > p.classref-constructor,
.classref-descriptions-group > p.classref-operator,
.classref-descriptions-group > p.classref-constant,

View File

@@ -10,6 +10,7 @@ Shading reference
:name: toc-shading-reference
shading_language
shader_functions
shader_preprocessor
spatial_shader
canvas_item_shader

File diff suppressed because it is too large Load Diff

View File

@@ -480,33 +480,63 @@ Operators
Godot shading language supports the same set of operators as GLSL ES 3.0. Below
is the list of them in precedence order:
+-------------+------------------------+------------------+
| Precedence | Class | Operator |
+-------------+------------------------+------------------+
| 1 (highest) | parenthetical grouping | **()** |
+-------------+------------------------+------------------+
| 2 | unary | **+, -, !, ~** |
+-------------+------------------------+------------------+
| 3 | multiplicative | **/, \*, %** |
+-------------+------------------------+------------------+
| 4 | additive | **+, -** |
+-------------+------------------------+------------------+
| 5 | bit-wise shift | **<<, >>** |
+-------------+------------------------+------------------+
| 6 | relational | **<, >, <=, >=** |
+-------------+------------------------+------------------+
| 7 | equality | **==, !=** |
+-------------+------------------------+------------------+
| 8 | bit-wise AND | **&** |
+-------------+------------------------+------------------+
| 9 | bit-wise exclusive OR | **^** |
+-------------+------------------------+------------------+
| 10 | bit-wise inclusive OR | **|** |
+-------------+------------------------+------------------+
| 11 | logical AND | **&&** |
+-------------+------------------------+------------------+
| 12 (lowest) | logical inclusive OR | **||** |
+-------------+------------------------+------------------+
.. table::
:class: nowrap-col3
+-------------+------------------------+------------------+
| Precedence | Class | Operator |
+-------------+------------------------+------------------+
| 1 (highest) | parenthetical grouping | **()** |
+-------------+------------------------+------------------+
| 2 | unary | **+, -, !, ~** |
+-------------+------------------------+------------------+
| 3 | multiplicative | **/, \*, %** |
+-------------+------------------------+------------------+
| 4 | additive | **+, -** |
+-------------+------------------------+------------------+
| 5 | bit-wise shift | **<<, >>** |
+-------------+------------------------+------------------+
| 6 | relational | **<, >, <=, >=** |
+-------------+------------------------+------------------+
| 7 | equality | **==, !=** |
+-------------+------------------------+------------------+
| 8 | bit-wise AND | **&** |
+-------------+------------------------+------------------+
| 9 | bit-wise exclusive OR | **^** |
+-------------+------------------------+------------------+
| 10 | bit-wise inclusive OR | **|** |
+-------------+------------------------+------------------+
| 11 | logical AND | **&&** |
+-------------+------------------------+------------------+
| 12 (lowest) | logical inclusive OR | **||** |
+-------------+------------------------+------------------+
.. note::
Most operators that accept vectors or matrices (multiplication, division, etc) operate component-wise, meaning the function
is applied to the first value of each vector and then on the second value of each vector, etc. Some examples:
.. table::
:class: nowrap-col2 nowrap-col1
:widths: auto
+---------------------------------------+------------------------------------------------------+
| Operation | Equivalent Scalar Operation |
+=======================================+======================================================+
| ``vec3(4, 5, 6) + 2`` | ``vec3(4 + 2, 5 + 2, 6 + 2)`` |
+---------------------------------------+------------------------------------------------------+
| ``vec2(3, 4) * vec2(10, 20)`` | ``vec2(3 * 10, 4 * 20)`` |
+---------------------------------------+------------------------------------------------------+
| ``mat2(vec2(1, 2), vec2(3, 4)) + 10`` | ``mat2(vec2(1 + 10, 2 + 10), vec2(3 + 10, 4 + 10))`` |
+---------------------------------------+------------------------------------------------------+
The `GLSL Language Specification <http://www.opengl.org/registry/doc/GLSLangSpec.4.30.6.pdf>`_ says under section 5.10 Vector and Matrix Operations:
With a few exceptions, operations are component-wise. Usually, when an operator operates on a
vector or matrix, it is operating independently on each component of the vector or matrix,
in a component-wise fashion. [...] The exceptions are matrix multiplied by vector,
vector multiplied by matrix, and matrix multiplied by matrix. These do not operate component-wise,
but rather perform the correct linear algebraic multiply.
Flow control
------------
@@ -1187,8 +1217,12 @@ When using per-instance uniforms, there are some restrictions you should be awar
Built-in variables
------------------
A large number of built-in variables are available, like ``UV``, ``COLOR`` and ``VERTEX``. What variables are available depends on the type of shader (``spatial``, ``canvas_item`` or ``particle``) and the function used (``vertex``, ``fragment`` or ``light``).
For a list of the built-in variables that are available, please see the corresponding pages:
A large number of built-in variables are available, like ``UV``, ``COLOR`` and
``VERTEX``. What variables are available depends on the type of shader
(``spatial``, ``canvas_item``, ``particle``, etc) and the
function used (``vertex``, ``fragment``, ``light``, ``start``, ``process,
``sky``, or ``fog``). For a list of the built-in variables that are available,
please see the corresponding pages:
- :ref:`Spatial shaders <doc_spatial_shader>`
- :ref:`Canvas item shaders <doc_canvas_item_shader>`
@@ -1200,358 +1234,4 @@ Built-in functions
------------------
A large number of built-in functions are supported, conforming to GLSL ES 3.0.
When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type nomenclature
is used, it can be scalar or vector.
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| Function | Description / Return value |
+=============================================================================+=====================================================================+
| vec_type **radians** (vec_type degrees) | Convert degrees to radians. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **degrees** (vec_type radians) | Convert radians to degrees. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **sin** (vec_type x) | Sine. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **cos** (vec_type x) | Cosine. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **tan** (vec_type x) | Tangent. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **asin** (vec_type x) | Arcsine. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **acos** (vec_type x) | Arccosine. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **atan** (vec_type y_over_x) | Arctangent. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **atan** (vec_type y, vec_type x) | Arctangent. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **sinh** (vec_type x) | Hyperbolic sine. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **cosh** (vec_type x) | Hyperbolic cosine. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **tanh** (vec_type x) | Hyperbolic tangent. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **asinh** (vec_type x) | Inverse hyperbolic sine. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **acosh** (vec_type x) | Inverse hyperbolic cosine. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **atanh** (vec_type x) | Inverse hyperbolic tangent. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **pow** (vec_type x, vec_type y) | Power (undefined if ``x`` < 0 or if ``x`` == 0 and ``y`` <= 0). |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **exp** (vec_type x) | Base-e exponential. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **exp2** (vec_type x) | Base-2 exponential. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **log** (vec_type x) | Natural logarithm. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **log2** (vec_type x) | Base-2 logarithm. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **sqrt** (vec_type x) | Square root. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **inversesqrt** (vec_type x) | Inverse square root. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **abs** (vec_type x) | Absolute value (returns positive value if negative). |
| | |
| ivec_type **abs** (ivec_type x) | |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **sign** (vec_type x) | Sign (returns ``1.0`` if positive, ``-1.0`` if negative, |
| | ``0.0`` if zero). |
| ivec_type **sign** (ivec_type x) | |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **floor** (vec_type x) | Round to the integer below. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **round** (vec_type x) | Round to the nearest integer. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **roundEven** (vec_type x) | Round to the nearest even integer. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **trunc** (vec_type x) | Truncation. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **ceil** (vec_type x) | Round to the integer above. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **fract** (vec_type x) | Fractional (returns ``x - floor(x)``). |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **mod** (vec_type x, vec_type y) | Modulo (division remainder). |
| | |
| vec_type **mod** (vec_type x, float y) | |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **modf** (vec_type x, out vec_type i) | Fractional of ``x``, with ``i`` as integer part. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **min** (vec_type a, vec_type b) | Lowest value between ``a`` and ``b``. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **max** (vec_type a, vec_type b) | Highest value between ``a`` and ``b``. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **clamp** (vec_type x, vec_type min, vec_type max) | Clamp ``x`` between ``min`` and ``max`` (inclusive). |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| float **mix** (float a, float b, float c) | Linear interpolate between ``a`` and ``b`` by ``c``. |
| | |
| vec_type **mix** (vec_type a, vec_type b, float c) | |
| | |
| vec_type **mix** (vec_type a, vec_type b, bvec_type c) | |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **fma** (vec_type a, vec_type b, vec_type c) | Performs a fused multiply-add operation: ``(a * b + c)`` |
| | (faster than doing it manually). |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **step** (vec_type a, vec_type b) | ``b[i] < a[i] ? 0.0 : 1.0``. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **step** (float a, vec_type b) | ``b[i] < a ? 0.0 : 1.0``. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **smoothstep** (vec_type a, vec_type b, vec_type c) | Hermite interpolate between ``a`` and ``b`` by ``c``. |
| | |
| vec_type **smoothstep** (float a, float b, vec_type c) | |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| bvec_type **isnan** (vec_type x) | Returns ``true`` if scalar or vector component is ``NaN``. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| bvec_type **isinf** (vec_type x) | Returns ``true`` if scalar or vector component is ``INF``. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| ivec_type **floatBitsToInt** (vec_type x) | Float->Int bit copying, no conversion. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| uvec_type **floatBitsToUint** (vec_type x) | Float->UInt bit copying, no conversion. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **intBitsToFloat** (ivec_type x) | Int->Float bit copying, no conversion. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **uintBitsToFloat** (uvec_type x) | UInt->Float bit copying, no conversion. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| float **length** (vec_type x) | Vector length. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| float **distance** (vec_type a, vec_type b) | Distance between vectors i.e ``length(a - b)``. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| float **dot** (vec_type a, vec_type b) | Dot product. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec3 **cross** (vec3 a, vec3 b) | Cross product. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **normalize** (vec_type x) | Normalize to unit length. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec3 **reflect** (vec3 I, vec3 N) | Reflect. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec3 **refract** (vec3 I, vec3 N, float eta) | Refract. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **faceforward** (vec_type N, vec_type I, vec_type Nref) | If ``dot(Nref, I)`` < 0, return ``N``, otherwise ``-N``. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| mat_type **matrixCompMult** (mat_type x, mat_type y) | Matrix component multiplication. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| mat_type **outerProduct** (vec_type column, vec_type row) | Matrix outer product. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| mat_type **transpose** (mat_type m) | Transpose matrix. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| float **determinant** (mat_type m) | Matrix determinant. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| mat_type **inverse** (mat_type m) | Inverse matrix. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| bvec_type **lessThan** (vec_type x, vec_type y) | Bool vector comparison on < int/uint/float vectors. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| bvec_type **greaterThan** (vec_type x, vec_type y) | Bool vector comparison on > int/uint/float vectors. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| bvec_type **lessThanEqual** (vec_type x, vec_type y) | Bool vector comparison on <= int/uint/float vectors. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| bvec_type **greaterThanEqual** (vec_type x, vec_type y) | Bool vector comparison on >= int/uint/float vectors. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| bvec_type **equal** (vec_type x, vec_type y) | Bool vector comparison on == int/uint/float vectors. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| bvec_type **notEqual** (vec_type x, vec_type y) | Bool vector comparison on != int/uint/float vectors. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| bool **any** (bvec_type x) | ``true`` if any component is ``true``, ``false`` otherwise. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| bool **all** (bvec_type x) | ``true`` if all components are ``true``, ``false`` otherwise. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| bvec_type **not** (bvec_type x) | Invert boolean vector. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| ivec2 **textureSize** (gsampler2D s, int lod) | Get the size of a texture. |
| | |
| ivec3 **textureSize** (gsampler2DArray s, int lod) | The LOD defines which mipmap level is used. An LOD value of ``0`` |
| | will use the full resolution texture. |
| ivec3 **textureSize** (gsampler3D s, int lod) | |
| | |
| ivec2 **textureSize** (samplerCube s, int lod) | |
| | |
| ivec2 **textureSize** (samplerCubeArray s, int lod) | |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec2 **textureQueryLod** (gsampler2D s, vec2 p) | Compute the level-of-detail that would be used to sample from a |
| | texture. The ``x`` component of the resulted value is the mipmap |
| vec3 **textureQueryLod** (gsampler2DArray s, vec2 p) | array that would be accessed. The ``y`` component is computed |
| | level-of-detail relative to the base level (regardless of the |
| vec2 **textureQueryLod** (gsampler3D s, vec3 p) | mipmap levels of the texture). |
| | |
| vec2 **textureQueryLod** (samplerCube s, vec3 p) | |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| int **textureQueryLevels** (gsampler2D s) | Get the number of accessible mipmap levels of a texture. |
| | |
| int **textureQueryLevels** (gsampler2DArray s) | If the texture is unassigned to a sampler, ``1`` is returned (Godot |
| | always internally assigns a texture even to an empty sampler). |
| int **textureQueryLevels** (gsampler3D s) | |
| | |
| int **textureQueryLevels** (samplerCube s) | |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| gvec4_type **texture** (gsampler2D s, vec2 p [, float bias]) | Perform a texture read. |
| | |
| gvec4_type **texture** (gsampler2DArray s, vec3 p [, float bias]) | |
| | |
| gvec4_type **texture** (gsampler3D s, vec3 p [, float bias]) | |
| | |
| vec4 **texture** (samplerCube s, vec3 p [, float bias]) | |
| | |
| vec4 **texture** (samplerCubeArray s, vec4 p [, float bias]) | |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| gvec4_type **textureProj** (gsampler2D s, vec3 p [, float bias]) | Perform a texture read with projection. |
| | |
| gvec4_type **textureProj** (gsampler2D s, vec4 p [, float bias]) | |
| | |
| gvec4_type **textureProj** (gsampler3D s, vec4 p [, float bias]) | |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| gvec4_type **textureLod** (gsampler2D s, vec2 p, float lod) | Perform a texture read at custom mipmap. |
| | |
| gvec4_type **textureLod** (gsampler2DArray s, vec3 p, float lod) | The LOD defines which mipmap level is used. An LOD value of ``0.0`` |
| | will use the full resolution texture. If the texture lacks mipmaps, |
| gvec4_type **textureLod** (gsampler3D s, vec3 p, float lod) | all LOD values will act like ``0.0``. |
| | |
| vec4 **textureLod** (samplerCube s, vec3 p, float lod) | |
| | |
| vec4 **textureLod** (samplerCubeArray s, vec4 p, float lod) | |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| gvec4_type **textureProjLod** (gsampler2D s, vec3 p, float lod) | Performs a texture read with projection/LOD. |
| | |
| gvec4_type **textureProjLod** (gsampler2D s, vec4 p, float lod) | The LOD defines which mipmap level is used. An LOD value of ``0.0`` |
| | will use the full resolution texture. If the texture lacks mipmaps, |
| gvec4_type **textureProjLod** (gsampler3D s, vec4 p, float lod) | all LOD values will act like ``0.0``. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| gvec4_type **textureGrad** (gsampler2D s, vec2 p, vec2 dPdx, | Performs a texture read with explicit gradients. |
| vec2 dPdy) | |
| | |
| gvec4_type **textureGrad** (gsampler2DArray s, vec3 p, vec2 dPdx, | |
| vec2 dPdy) | |
| | |
| gvec4_type **textureGrad** (gsampler3D s, vec3 p, vec2 dPdx, | |
| vec2 dPdy) | |
| | |
| vec4 **textureGrad** (samplerCube s, vec3 p, vec3 dPdx, vec3 dPdy) | |
| | |
| vec4 **textureGrad** (samplerCubeArray s, vec3 p, vec3 dPdx, | |
| vec3 dPdy) | |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| gvec4_type **textureProjGrad** (gsampler2D s, vec3 p, vec2 dPdx, vec2 dPdy) | Performs a texture read with projection/LOD and with explicit |
| | gradients. |
| gvec4_type **textureProjGrad** (gsampler2D s, vec4 p, vec2 dPdx, vec2 dPdy) | |
| | |
| gvec4_type **textureProjGrad** (gsampler3D s, vec4 p, vec3 dPdx, vec3 dPdy) | |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| gvec4_type **texelFetch** (gsampler2D s, ivec2 p, int lod) | Fetches a single texel using integer coordinates. |
| | |
| gvec4_type **texelFetch** (gsampler2DArray s, ivec3 p, int lod) | The LOD defines which mipmap level is used. An LOD value of ``0`` |
| | will use the full resolution texture. |
| gvec4_type **texelFetch** (gsampler3D s, ivec3 p, int lod) | |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| gvec4_type **textureGather** (gsampler2D s, vec2 p [, int comps]) | Gathers four texels from a texture. |
| | Use ``comps`` within range of 0..3 to |
| gvec4_type **textureGather** (gsampler2DArray s, vec3 p [, int comps]) | define which component (x, y, z, w) is returned. |
| | If ``comps`` is not provided: 0 (or x-component) is used. |
| vec4 **textureGather** (samplerCube s, vec3 p [, int comps]) | |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **dFdx** (vec_type p) | Derivative in ``x`` using local differencing. |
| | Internally, can use either ``dFdxCoarse`` or ``dFdxFine``, but the |
| | decision for which to use is made by the GPU driver. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **dFdxCoarse** (vec_type p) | Calculates derivative with respect to ``x`` window coordinate using |
| | local differencing based on the value of ``p`` for the current |
| | fragment neighbour(s), and will possibly, but not necessarily, |
| | include the value for the current fragment. |
| | This function is not available on ``gl_compatibility`` profile. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **dFdxFine** (vec_type p) | Calculates derivative with respect to ``x`` window coordinate using |
| | local differencing based on the value of ``p`` for the current |
| | fragment and its immediate neighbour(s). |
| | This function is not available on ``gl_compatibility`` profile. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **dFdy** (vec_type p) | Derivative in ``y`` using local differencing. |
| | Internally, can use either ``dFdyCoarse`` or ``dFdyFine``, but the |
| | decision for which to use is made by the GPU driver. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **dFdyCoarse** (vec_type p) | Calculates derivative with respect to ``y`` window coordinate using |
| | local differencing based on the value of ``p`` for the current |
| | fragment neighbour(s), and will possibly, but not necessarily, |
| | include the value for the current fragment. |
| | This function is not available on ``gl_compatibility`` profile. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **dFdyFine** (vec_type p) | Calculates derivative with respect to ``y`` window coordinate using |
| | local differencing based on the value of ``p`` for the current |
| | fragment and its immediate neighbour(s). |
| | This function is not available on ``gl_compatibility`` profile. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **fwidth** (vec_type p) | Sum of absolute derivative in ``x`` and ``y``. |
| | This is the equivalent of using ``abs(dFdx(p)) + abs(dFdy(p))``. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **fwidthCoarse** (vec_type p) | Sum of absolute derivative in ``x`` and ``y``. |
| | This is the equivalent of using |
| | ``abs(dFdxCoarse(p)) + abs(dFdyCoarse(p))``. |
| | This function is not available on ``gl_compatibility`` profile. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **fwidthFine** (vec_type p) | Sum of absolute derivative in ``x`` and ``y``. |
| | This is the equivalent of using |
| | ``abs(dFdxFine(p)) + abs(dFdyFine(p))``. |
| | This function is not available on ``gl_compatibility`` profile. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| uint **packHalf2x16** (vec2 v) | Convert two 32-bit floating-point numbers into 16-bit |
| | and pack them into a 32-bit unsigned integer and vice-versa. |
| vec2 **unpackHalf2x16** (uint v) | |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| uint **packUnorm2x16** (vec2 v) | Convert two 32-bit floating-point numbers (clamped |
| | within 0..1 range) into 16-bit and pack them |
| vec2 **unpackUnorm2x16** (uint v) | into a 32-bit unsigned integer and vice-versa. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| uint **packSnorm2x16** (vec2 v) | Convert two 32-bit floating-point numbers (clamped |
| | within -1..1 range) into 16-bit and pack them |
| vec2 **unpackSnorm2x16** (uint v) | into a 32-bit unsigned integer and vice-versa. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| uint **packUnorm4x8** (vec4 v) | Convert four 32-bit floating-point numbers (clamped |
| | within 0..1 range) into 8-bit and pack them |
| vec4 **unpackUnorm4x8** (uint v) | into a 32-bit unsigned integer and vice-versa. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| uint **packSnorm4x8** (vec4 v) | Convert four 32-bit floating-point numbers (clamped |
| | within -1..1 range) into 8-bit and pack them |
| vec4 **unpackSnorm4x8** (uint v) | into a 32-bit unsigned integer and vice-versa. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| ivec_type **bitfieldExtract** (ivec_type value, int offset, int bits) | Extracts a range of bits from an integer. |
| | |
| uvec_type **bitfieldExtract** (uvec_type value, int offset, int bits) | |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| ivec_type **bitfieldInsert** (ivec_type base, ivec_type insert, | Insert a range of bits into an integer. |
| int offset, int bits) | |
| | |
| uvec_type **bitfieldInsert** (uvec_type base, uvec_type insert, | |
| int offset, int bits) | |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| ivec_type **bitfieldReverse** (ivec_type value) | Reverse the order of bits in an integer. |
| | |
| uvec_type **bitfieldReverse** (uvec_type value) | |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| ivec_type **bitCount** (ivec_type value) | Counts the number of 1 bits in an integer. |
| | |
| uvec_type **bitCount** (uvec_type value) | |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| ivec_type **findLSB** (ivec_type value) | Find the index of the least significant bit set to 1 in an integer. |
| | |
| uvec_type **findLSB** (uvec_type value) | |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| ivec_type **findMSB** (ivec_type value) | Find the index of the most significant bit set to 1 in an integer. |
| | |
| uvec_type **findMSB** (uvec_type value) | |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| void **imulExtended** (ivec_type x, ivec_type y, out ivec_type msb, | Multiplies two 32-bit numbers and produce a 64-bit result. |
| out ivec_type lsb) | ``x`` - the first number. |
| | ``y`` - the second number. |
| void **umulExtended** (uvec_type x, uvec_type y, out uvec_type msb, | ``msb`` - will contain the most significant bits. |
| out uvec_type lsb) | ``lsb`` - will contain the least significant bits. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| uvec_type **uaddCarry** (uvec_type x, uvec_type y, out uvec_type carry) | Adds two unsigned integers and generates carry. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| uvec_type **usubBorrow** (uvec_type x, uvec_type y, out uvec_type borrow) | Subtracts two unsigned integers and generates borrow. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **ldexp** (vec_type x, out ivec_type exp) | Assemble a floating-point number from a value and exponent. |
| | |
| | If this product is too large to be represented in the |
| | floating-point type the result is undefined. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| vec_type **frexp** (vec_type x, out ivec_type exp) | Splits a floating-point number(``x``) into significand |
| | (in the range of [0.5, 1.0]) and an integral exponent. |
| | |
| | For ``x`` equals zero the significand and exponent are both zero. |
| | For ``x`` of infinity or NaN, the results are undefined. |
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
See the :ref:`Built-in functions <doc_shader_functions>` page for details.