symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture3DLod", sampler3D, float3, float1);
}
+ TType *gvec4 = new TType(EbtGVec4);
+
+ TType *gsampler2D = new TType(EbtGSampler2D);
+ TType *gsamplerCube = new TType(EbtGSamplerCube);
+ TType *gsampler3D = new TType(EbtGSampler3D);
+ TType *gsampler2DArray = new TType(EbtGSampler2DArray);
+
+ //
+ // Texture Functions for GLSL ES 3.0
+ //
+ symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "texture", gsampler2D, float2);
+ symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "texture", gsampler3D, float3);
+ symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "texture", gsamplerCube, float3);
+ symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "texture", gsampler2DArray, float3);
+ symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProj", gsampler2D, float3);
+ symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProj", gsampler2D, float4);
+ symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProj", gsampler3D, float4);
+ symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureLod", gsampler2D, float2, float1);
+ symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureLod", gsampler3D, float3, float1);
+ symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureLod", gsamplerCube, float3, float1);
+ symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureLod", gsampler2DArray, float3, float1);
+
+ if(type == GL_FRAGMENT_SHADER)
+ {
+ symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "texture", gsampler2D, float2, float1);
+ symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "texture", gsampler3D, float3, float1);
+ symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "texture", gsamplerCube, float3, float1);
+ symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "texture", gsampler2DArray, float3, float1);
+ symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProj", gsampler2D, float3, float1);
+ symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProj", gsampler2D, float4, float1);
+ symbolTable.insertBuiltIn(ESSL3_BUILTINS, gvec4, "textureProj", gsampler3D, float4, float1);
+ }
+
//
// Depth range in window coordinates
//