forked from blender/blender
GPU: Shader Create Info GLSL-C++ stubs #3
@ -524,6 +524,8 @@ double mix(double, double, double) {}
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template<int D> VecBase<double, D> mix(VecBase<double, D>, VecBase<double, D>, double) {}
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template<int D> VecBase<double, D> mix(VecBase<double, D>, VecBase<double, D>, double) {}
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template<typename T, int D> VecBase<T, D> mix(VecBase<T, D>, VecBase<T, D>, VecBase<bool, D>) {}
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template<typename T, int D> VecBase<T, D> mix(VecBase<T, D>, VecBase<T, D>, VecBase<bool, D>) {}
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#define select(A, B, C) mix(A, B, C)
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VecBase<double, 3> cross(VecBase<double, 3>, VecBase<double, 3>) {}
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VecBase<double, 3> cross(VecBase<double, 3>, VecBase<double, 3>) {}
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template<int D> float dot(VecBase<double, D>, VecBase<double, D>) {}
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template<int D> float dot(VecBase<double, D>, VecBase<double, D>) {}
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template<int D> float distance(VecBase<double, D>, VecBase<double, D>) {}
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template<int D> float distance(VecBase<double, D>, VecBase<double, D>) {}
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@ -586,3 +588,8 @@ int gpu_ViewportIndex;
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/* Keywords. */
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/* Keywords. */
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void discard;
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void discard;
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/* TODO(fclem): Should be in a lib instead of being impemented by each backend. */
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bool is_zero(vec2 A) {}
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bool is_zero(vec3 A) {}
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bool is_zero(vec4 A) {}
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