You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
geany/std.glsl.tags

390 lines
20 KiB

abs<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType
abs<EFBFBD>1024<EFBFBD>(genIType x)<29>0<EFBFBD>genIType
acos<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType
acosh<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType
all<EFBFBD>1024<EFBFBD>(bvec x)<29>0<EFBFBD>bool
ambient<EFBFBD>64<EFBFBD>gl_LightModelParameters<EFBFBD>0<EFBFBD>vec4
ambient<EFBFBD>64<EFBFBD>gl_LightProducts<EFBFBD>0<EFBFBD>vec4
ambient<EFBFBD>64<EFBFBD>gl_LightSourceParameters<EFBFBD>0<EFBFBD>vec4
ambient<EFBFBD>64<EFBFBD>gl_MaterialParameters<EFBFBD>0<EFBFBD>vec4
any<EFBFBD>1024<EFBFBD>(bvec x)<29>0<EFBFBD>bool
asin<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType
asinh<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType
atan<EFBFBD>1024<EFBFBD>(genType y, genType x)<29>0<EFBFBD>genType
atan<EFBFBD>1024<EFBFBD>(genType y_over_x)<29>0<EFBFBD>genType
atanh<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType
ceil<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType
clamp<EFBFBD>1024<EFBFBD>(genType x, genType minVal, genType maxVal)<29>0<EFBFBD>genType
clamp<EFBFBD>1024<EFBFBD>(genType x, float minVal, float maxVal)<29>0<EFBFBD>genType
clamp<EFBFBD>1024<EFBFBD>(genIType x, genIType minVal, genIType maxVal)<29>0<EFBFBD>genIType
clamp<EFBFBD>1024<EFBFBD>(genIType x, int minVal, int maxVal)<29>0<EFBFBD>genIType
clamp<EFBFBD>1024<EFBFBD>(genUType x, genUType minVal, genUType maxVal)<29>0<EFBFBD>genUType
clamp<EFBFBD>1024<EFBFBD>(genUType x, uint minVal, uint maxVal)<29>0<EFBFBD>genUType
color<EFBFBD>64<EFBFBD>gl_FogParameters<EFBFBD>0<EFBFBD>vec4
constantAttenuation<EFBFBD>64<EFBFBD>gl_LightSourceParameters<EFBFBD>0<EFBFBD>float
cos<EFBFBD>1024<EFBFBD>(genType angle)<29>0<EFBFBD>genType
cosh<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType
cross<EFBFBD>1024<EFBFBD>(vec3 x, vec3 y)<29>0<EFBFBD>vec3
dFdx<EFBFBD>1024<EFBFBD>(genType p)<29>0<EFBFBD>genType
dFdy<EFBFBD>1024<EFBFBD>(genType p)<29>0<EFBFBD>genType
degrees<EFBFBD>1024<EFBFBD>(genType radians)<29>0<EFBFBD>genType
density<EFBFBD>64<EFBFBD>gl_FogParameters<EFBFBD>0<EFBFBD>float
diff<EFBFBD>64<EFBFBD>gl_DepthRangeParameters<EFBFBD>0<EFBFBD>float
diffuse<EFBFBD>64<EFBFBD>gl_LightProducts<EFBFBD>0<EFBFBD>vec4
diffuse<EFBFBD>64<EFBFBD>gl_LightSourceParameters<EFBFBD>0<EFBFBD>vec4
diffuse<EFBFBD>64<EFBFBD>gl_MaterialParameters<EFBFBD>0<EFBFBD>vec4
distance<EFBFBD>1024<EFBFBD>(genType p0, genType p1)<29>0<EFBFBD>float
distanceConstantAttenuation<EFBFBD>64<EFBFBD>gl_PointParameters<EFBFBD>0<EFBFBD>float
distanceLinearAttenuation<EFBFBD>64<EFBFBD>gl_PointParameters<EFBFBD>0<EFBFBD>float
distanceQuadraticAttenuation<EFBFBD>64<EFBFBD>gl_PointParameters<EFBFBD>0<EFBFBD>float
dot<EFBFBD>1024<EFBFBD>(genType x, genType y)<29>0<EFBFBD>float
emission<EFBFBD>64<EFBFBD>gl_MaterialParameters<EFBFBD>0<EFBFBD>vec4
end<EFBFBD>64<EFBFBD>gl_FogParameters<EFBFBD>0<EFBFBD>float
equal<EFBFBD>1024<EFBFBD>(vec x, vec y)<29>0<EFBFBD>bvec
equal<EFBFBD>1024<EFBFBD>(ivec x, ivec y)<29>0<EFBFBD>bvec
equal<EFBFBD>1024<EFBFBD>(uvec x, uvec y)<29>0<EFBFBD>bvec
equal<EFBFBD>1024<EFBFBD>(bvec x, bvec y)<29>0<EFBFBD>bvec
exp<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType
exp2<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType
faceforward<EFBFBD>1024<EFBFBD>(genType N, genType I, genType Nref)<29>0<EFBFBD>genType
fadeThresholdSize<EFBFBD>64<EFBFBD>gl_PointParameters<EFBFBD>0<EFBFBD>float
far<EFBFBD>64<EFBFBD>gl_DepthRangeParameters<EFBFBD>0<EFBFBD>float
floor<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType
fract<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType
ftransform<EFBFBD>1024<EFBFBD>()<29>0<EFBFBD>vec4
fwidth<EFBFBD>1024<EFBFBD>(genType p)<29>0<EFBFBD>genType
gl_BackColor<EFBFBD>16384<EFBFBD>0<EFBFBD>out
gl_BackLightModelProduct<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_BackLightProduct<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_BackMaterial<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_BackSecondaryColor<EFBFBD>16384<EFBFBD>0<EFBFBD>out
gl_ClipDistance<EFBFBD>16384<EFBFBD>0<EFBFBD>in
gl_ClipPlane<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_ClipVertex<EFBFBD>16384<EFBFBD>0<EFBFBD>out
gl_Color<EFBFBD>16384<EFBFBD>0<EFBFBD>in
gl_DepthRange<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_DepthRangeParameters<EFBFBD>2048<EFBFBD>0
gl_EyePlaneQ<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_EyePlaneR<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_EyePlaneS<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_EyePlaneT<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_Fog<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_FogCoord<EFBFBD>16384<EFBFBD>0<EFBFBD>in
gl_FogFragCoord<EFBFBD>16384<EFBFBD>0<EFBFBD>in
gl_FogParameters<EFBFBD>2048<EFBFBD>0
gl_FragColor<EFBFBD>16384<EFBFBD>0<EFBFBD>out
gl_FragCoord<EFBFBD>16384<EFBFBD>0<EFBFBD>in
gl_FragData<EFBFBD>16384<EFBFBD>0<EFBFBD>out
gl_FragDepth<EFBFBD>16384<EFBFBD>0<EFBFBD>out
gl_FrontColor<EFBFBD>16384<EFBFBD>0<EFBFBD>out
gl_FrontFacing<EFBFBD>16384<EFBFBD>0<EFBFBD>in
gl_FrontLightModelProduct<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_FrontLightProduct<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_FrontMaterial<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_FrontSecondaryColor<EFBFBD>16384<EFBFBD>0<EFBFBD>out
gl_LightModel<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_LightModelParameters<EFBFBD>2048<EFBFBD>0
gl_LightModelProducts<EFBFBD>2048<EFBFBD>0
gl_LightProducts<EFBFBD>2048<EFBFBD>0
gl_LightSource<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_LightSourceParameters<EFBFBD>2048<EFBFBD>0
gl_MaterialParameters<EFBFBD>2048<EFBFBD>0
gl_MaxClipDistances<EFBFBD>16384<EFBFBD>0<EFBFBD>int
gl_MaxClipPlanes<EFBFBD>16384<EFBFBD>0<EFBFBD>int
gl_MaxCombinedTextureImageUnits<EFBFBD>16384<EFBFBD>0<EFBFBD>int
gl_MaxDrawBuffers<EFBFBD>16384<EFBFBD>0<EFBFBD>int
gl_MaxFragmentUniformComponents<EFBFBD>16384<EFBFBD>0<EFBFBD>int
gl_MaxTextureCoords<EFBFBD>16384<EFBFBD>0<EFBFBD>int
gl_MaxTextureImageUnits<EFBFBD>16384<EFBFBD>0<EFBFBD>int
gl_MaxTextureUnits<EFBFBD>16384<EFBFBD>0<EFBFBD>int
gl_MaxVaryingComponents<EFBFBD>16384<EFBFBD>0<EFBFBD>int
gl_MaxVaryingFloats<EFBFBD>16384<EFBFBD>0<EFBFBD>int
gl_MaxVertexAttribs<EFBFBD>16384<EFBFBD>0<EFBFBD>int
gl_MaxVertexTextureImageUnits<EFBFBD>16384<EFBFBD>0<EFBFBD>int
gl_MaxVertexUniformComponents<EFBFBD>16384<EFBFBD>0<EFBFBD>int
gl_ModelViewMatrix<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_ModelViewMatrixInverse<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_ModelViewMatrixInverseTranspose<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_ModelViewMatrixTranspose<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_ModelViewProjectionMatrix<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_ModelViewProjectionMatrixInverse<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_ModelViewProjectionMatrixInverseTranspose<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_ModelViewProjectionMatrixTranspose<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_MultiTexCoord0<EFBFBD>16384<EFBFBD>0<EFBFBD>in
gl_MultiTexCoord1<EFBFBD>16384<EFBFBD>0<EFBFBD>in
gl_MultiTexCoord2<EFBFBD>16384<EFBFBD>0<EFBFBD>in
gl_MultiTexCoord3<EFBFBD>16384<EFBFBD>0<EFBFBD>in
gl_MultiTexCoord4<EFBFBD>16384<EFBFBD>0<EFBFBD>in
gl_MultiTexCoord5<EFBFBD>16384<EFBFBD>0<EFBFBD>in
gl_MultiTexCoord6<EFBFBD>16384<EFBFBD>0<EFBFBD>in
gl_MultiTexCoord7<EFBFBD>16384<EFBFBD>0<EFBFBD>in
gl_Normal<EFBFBD>16384<EFBFBD>0<EFBFBD>in
gl_NormalMatrix<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_NormalScale<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_ObjectPlaneQ<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_ObjectPlaneR<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_ObjectPlaneS<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_ObjectPlaneT<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_Point<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_PointCoord<EFBFBD>16384<EFBFBD>0<EFBFBD>in
gl_PointParameters<EFBFBD>2048<EFBFBD>0
gl_PointSize<EFBFBD>16384<EFBFBD>0<EFBFBD>out
gl_Position<EFBFBD>16384<EFBFBD>0<EFBFBD>out
gl_ProjectionMatrix<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_ProjectionMatrixInverse<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_ProjectionMatrixInverseTranspose<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_ProjectionMatrixTranspose<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_SecondaryColor<EFBFBD>16384<EFBFBD>0<EFBFBD>in
gl_TexCoord<EFBFBD>16384<EFBFBD>0<EFBFBD>in
gl_TextureEnvColor<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_TextureMatrix<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_TextureMatrixInverse<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_TextureMatrixInverseTranspose<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_TextureMatrixTranspose<EFBFBD>16384<EFBFBD>0<EFBFBD>uniform
gl_Vertex<EFBFBD>16384<EFBFBD>0<EFBFBD>in
gl_VertexID<EFBFBD>16384<EFBFBD>0<EFBFBD>in
greaterThan<EFBFBD>1024<EFBFBD>(vec x, vec y)<29>0<EFBFBD>bvec
greaterThan<EFBFBD>1024<EFBFBD>(ivec x, ivec y)<29>0<EFBFBD>bvec
greaterThan<EFBFBD>1024<EFBFBD>(uvec x, uvec y)<29>0<EFBFBD>bvec
greaterThanEqual<EFBFBD>1024<EFBFBD>(vec x, vec y)<29>0<EFBFBD>bvec
greaterThanEqual<EFBFBD>1024<EFBFBD>(ivec x, ivec y)<29>0<EFBFBD>bvec
greaterThanEqual<EFBFBD>1024<EFBFBD>(uvec x, uvec y)<29>0<EFBFBD>bvec
halfVector<EFBFBD>64<EFBFBD>gl_LightSourceParameters<EFBFBD>0<EFBFBD>vec4
inversesqrt<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType
isinf<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>bvec
isnan<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>bvec
length<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>float
lessThan<EFBFBD>1024<EFBFBD>(vec x, vec y)<29>0<EFBFBD>bvec
lessThan<EFBFBD>1024<EFBFBD>(ivec x, ivec y)<29>0<EFBFBD>bvec
lessThan<EFBFBD>1024<EFBFBD>(uvec x, uvec y)<29>0<EFBFBD>bvec
lessThanEqual<EFBFBD>1024<EFBFBD>(vec x, vec y)<29>0<EFBFBD>bvec
lessThanEqual<EFBFBD>1024<EFBFBD>(ivec x, ivec y)<29>0<EFBFBD>bvec
lessThanEqual<EFBFBD>1024<EFBFBD>(uvec x, uvec y)<29>0<EFBFBD>bvec
linearAttenuation<EFBFBD>64<EFBFBD>gl_LightSourceParameters<EFBFBD>0<EFBFBD>float
log<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType
log2<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType
matrixCompMult<EFBFBD>1024<EFBFBD>(mat x, mat y)<29>0<EFBFBD>mat
max<EFBFBD>1024<EFBFBD>(genType x, genType y)<29>0<EFBFBD>genType
max<EFBFBD>1024<EFBFBD>(genType x, float y)<29>0<EFBFBD>genType
max<EFBFBD>1024<EFBFBD>(genIType x, genIType y)<29>0<EFBFBD>genIType
max<EFBFBD>1024<EFBFBD>(genIType x, int y)<29>0<EFBFBD>genIType
max<EFBFBD>1024<EFBFBD>(genUType x, genUType y)<29>0<EFBFBD>genUType
max<EFBFBD>1024<EFBFBD>(genUType x, uint y)<29>0<EFBFBD>genUType
min<EFBFBD>1024<EFBFBD>(genType x, genType y)<29>0<EFBFBD>genType
min<EFBFBD>1024<EFBFBD>(genType x, float y)<29>0<EFBFBD>genType
min<EFBFBD>1024<EFBFBD>(genIType x, genIType y)<29>0<EFBFBD>genIType
min<EFBFBD>1024<EFBFBD>(genIType x, int y)<29>0<EFBFBD>genIType
min<EFBFBD>1024<EFBFBD>(genUType x, genUType y)<29>0<EFBFBD>genUType
min<EFBFBD>1024<EFBFBD>(genUType x, uint y)<29>0<EFBFBD>genUType
mix<EFBFBD>1024<EFBFBD>(genType x, genType y, bvec a)<29>0<EFBFBD>genType
mod<EFBFBD>1024<EFBFBD>(genType x, float y)<29>0<EFBFBD>genType
mod<EFBFBD>1024<EFBFBD>(genType x, genType y)<29>0<EFBFBD>genType
modf<EFBFBD>1024<EFBFBD>(genType x, out genType i)<29>0<EFBFBD>genType
near<EFBFBD>64<EFBFBD>gl_DepthRangeParameters<EFBFBD>0<EFBFBD>float
noise1<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>float
noise2<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>vec2
noise3<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>vec3
noise4<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>vec4
normalize<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType
not<EFBFBD>1024<EFBFBD>(bvec x)<29>0<EFBFBD>bvec
notEqual<EFBFBD>1024<EFBFBD>(vec x, vec y)<29>0<EFBFBD>bvec
notEqual<EFBFBD>1024<EFBFBD>(ivec x, ivec y)<29>0<EFBFBD>bvec
notEqual<EFBFBD>1024<EFBFBD>(uvec x, uvec y)<29>0<EFBFBD>bvec
notEqual<EFBFBD>1024<EFBFBD>(bvec x, bvec y)<29>0<EFBFBD>bvec
outerProduct<EFBFBD>1024<EFBFBD>(vec2 c, vec2 r)<29>0<EFBFBD>mat2
outerProduct<EFBFBD>1024<EFBFBD>(vec3 c, vec3 r)<29>0<EFBFBD>mat3
outerProduct<EFBFBD>1024<EFBFBD>(vec4 c, vec4 r)<29>0<EFBFBD>mat4
outerProduct<EFBFBD>1024<EFBFBD>(vec3 c, vec2 r)<29>0<EFBFBD>mat2x3
outerProduct<EFBFBD>1024<EFBFBD>(vec2 c, vec3 r)<29>0<EFBFBD>mat3x2
outerProduct<EFBFBD>1024<EFBFBD>(vec4 c, vec2 r)<29>0<EFBFBD>mat2x4
outerProduct<EFBFBD>1024<EFBFBD>(vec2 c, vec4 r)<29>0<EFBFBD>mat4x2
outerProduct<EFBFBD>1024<EFBFBD>(vec4 c, vec3 r)<29>0<EFBFBD>mat3x4
outerProduct<EFBFBD>1024<EFBFBD>(vec3 c, vec4 r)<29>0<EFBFBD>mat4x3
position<EFBFBD>64<EFBFBD>gl_LightSourceParameters<EFBFBD>0<EFBFBD>vec4
pow<EFBFBD>1024<EFBFBD>(genType x, genType y)<29>0<EFBFBD>genType
quadraticAttenuation<EFBFBD>64<EFBFBD>gl_LightSourceParameters<EFBFBD>0<EFBFBD>float
radians<EFBFBD>1024<EFBFBD>(genType degrees)<29>0<EFBFBD>genType
reflect<EFBFBD>1024<EFBFBD>(genType I, genType N)<29>0<EFBFBD>genType
refract<EFBFBD>1024<EFBFBD>(genType I, genType N, float eta)<29>0<EFBFBD>genType
round<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType
roundEven<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType
scale<EFBFBD>64<EFBFBD>gl_FogParameters<EFBFBD>0<EFBFBD>float
sceneColor<EFBFBD>64<EFBFBD>gl_LightModelProducts<EFBFBD>0<EFBFBD>vec4
shadow1D<EFBFBD>1024<EFBFBD>(sampler1DShadow sampler, vec3 coord [, float bias] )<29>0<EFBFBD>vec4
shadow1DLod<EFBFBD>1024<EFBFBD>(sampler1DShadow sampler, vec3 coord, float lod)<29>0<EFBFBD>vec4
shadow1DProj<EFBFBD>1024<EFBFBD>(sampler1DShadow sampler, vec4 coord [, float bias] )<29>0<EFBFBD>vec4
shadow1DProjLod<EFBFBD>1024<EFBFBD>(sampler1DShadow sampler, vec4 coord, float lod)<29>0<EFBFBD>vec4
shadow2D<EFBFBD>1024<EFBFBD>(sampler2DShadow sampler, vec3 coord [, float bias] )<29>0<EFBFBD>vec4
shadow2DLod<EFBFBD>1024<EFBFBD>(sampler2DShadow sampler, vec3 coord, float lod)<29>0<EFBFBD>vec4
shadow2DProj<EFBFBD>1024<EFBFBD>(sampler2DShadow sampler, vec4 coord [, float bias] )<29>0<EFBFBD>vec4
shadow2DProjLod<EFBFBD>1024<EFBFBD>(sampler2DShadow sampler, vec4 coord, float lod)<29>0<EFBFBD>vec4
shininess<EFBFBD>64<EFBFBD>gl_MaterialParameters<EFBFBD>0<EFBFBD>float
sign<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType
sign<EFBFBD>1024<EFBFBD>(genIType x)<29>0<EFBFBD>genIType
sin<EFBFBD>1024<EFBFBD>(genType angle)<29>0<EFBFBD>genType
sinh<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType
size<EFBFBD>64<EFBFBD>gl_PointParameters<EFBFBD>0<EFBFBD>float
sizeMax<EFBFBD>64<EFBFBD>gl_PointParameters<EFBFBD>0<EFBFBD>float
sizeMin<EFBFBD>64<EFBFBD>gl_PointParameters<EFBFBD>0<EFBFBD>float
smoothstep<EFBFBD>1024<EFBFBD>(genType edge0, genType edge1, genType x)<29>0<EFBFBD>genType
smoothstep<EFBFBD>1024<EFBFBD>(float edge0, float edge1, genType x)<29>0<EFBFBD>genType
specular<EFBFBD>64<EFBFBD>gl_LightProducts<EFBFBD>0<EFBFBD>vec4
specular<EFBFBD>64<EFBFBD>gl_LightSourceParameters<EFBFBD>0<EFBFBD>vec4
specular<EFBFBD>64<EFBFBD>gl_MaterialParameters<EFBFBD>0<EFBFBD>vec4
spotCosCutoff<EFBFBD>64<EFBFBD>gl_LightSourceParameters<EFBFBD>0<EFBFBD>float
spotCutoff<EFBFBD>64<EFBFBD>gl_LightSourceParameters<EFBFBD>0<EFBFBD>float
spotDirection<EFBFBD>64<EFBFBD>gl_LightSourceParameters<EFBFBD>0<EFBFBD>vec3
spotExponent<EFBFBD>64<EFBFBD>gl_LightSourceParameters<EFBFBD>0<EFBFBD>float
sqrt<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType
start<EFBFBD>64<EFBFBD>gl_FogParameters<EFBFBD>0<EFBFBD>float
step<EFBFBD>1024<EFBFBD>(genType edge, genType x)<29>0<EFBFBD>genType
step<EFBFBD>1024<EFBFBD>(float edge, genType x)<29>0<EFBFBD>genType
tan<EFBFBD>1024<EFBFBD>(genType angle)<29>0<EFBFBD>genType
tanh<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType
texelFetch<EFBFBD>1024<EFBFBD>(gsampler1D sampler, int P, int lod)<29>0<EFBFBD>gvec4
texelFetch<EFBFBD>1024<EFBFBD>(gsampler2D sampler, ivec2 P, int lod)<29>0<EFBFBD>gvec4
texelFetch<EFBFBD>1024<EFBFBD>(gsampler3D sampler, ivec3 P, int lod)<29>0<EFBFBD>gvec4
texelFetch<EFBFBD>1024<EFBFBD>(gsampler1DArray sampler, ivec2 P, int lod)<29>0<EFBFBD>gvec4
texelFetch<EFBFBD>1024<EFBFBD>(gsampler2DArray sampler, ivec3 P, int lod)<29>0<EFBFBD>gvec4
texelFetchOffset<EFBFBD>1024<EFBFBD>(gsampler1D sampler, int P, int lod, int offset)<29>0<EFBFBD>gvec4
texelFetchOffset<EFBFBD>1024<EFBFBD>(gsampler2D sampler, ivec2 P, int lod, ivec2 offset)<29>0<EFBFBD>gvec4
texelFetchOffset<EFBFBD>1024<EFBFBD>(gsampler3D sampler, ivec3 P, int lod, ivec3 offset)<29>0<EFBFBD>gvec4
texelFetchOffset<EFBFBD>1024<EFBFBD>(gsampler1DArray sampler, ivec2 P, int lod, int offset)<29>0<EFBFBD>gvec4
texelFetchOffset<EFBFBD>1024<EFBFBD>(gsampler2DArray sampler, ivec3 P, int lod, ivec2 offset)<29>0<EFBFBD>gvec4
texture<EFBFBD>1024<EFBFBD>(gsampler1D sampler, float P [, float bias] )<29>0<EFBFBD>gvec4
texture<EFBFBD>1024<EFBFBD>(gsampler2D sampler, vec2 P [, float bias] )<29>0<EFBFBD>gvec4
texture<EFBFBD>1024<EFBFBD>(gsampler3D sampler, vec3 P [, float bias] )<29>0<EFBFBD>gvec4
texture<EFBFBD>1024<EFBFBD>(gsamplerCube sampler, vec3 P [, float bias] )<29>0<EFBFBD>gvec4
texture<EFBFBD>1024<EFBFBD>(sampler2DShadow sampler, vec3 P [, float bias] )<29>0<EFBFBD>float
texture<EFBFBD>1024<EFBFBD>(samplerCubeShadow sampler, vec4 P [, float bias] )<29>0<EFBFBD>float
texture<EFBFBD>1024<EFBFBD>(gsampler1DArray sampler, vec2 P [, float bias] )<29>0<EFBFBD>gvec4
texture<EFBFBD>1024<EFBFBD>(gsampler2DArray sampler, vec3 P [, float bias] )<29>0<EFBFBD>gvec4
texture<EFBFBD>1024<EFBFBD>(sampler1DArrayShadow sampler, vec3 P [, float bias] )<29>0<EFBFBD>float
texture<EFBFBD>1024<EFBFBD>(sampler2DArrayShadow sampler, vec4 P)<29>0<EFBFBD>float
texture1D<EFBFBD>1024<EFBFBD>(sampler1D sampler, float coord [, float bias] )<29>0<EFBFBD>vec4
texture1DLod<EFBFBD>1024<EFBFBD>(sampler1D sampler, float coord, float lod)<29>0<EFBFBD>vec4
texture1DProj<EFBFBD>1024<EFBFBD>(sampler1D sampler, vec2 coord [, float bias] )<29>0<EFBFBD>vec4
texture1DProj<EFBFBD>1024<EFBFBD>(sampler1D sampler, vec4 coord [, float bias] )<29>0<EFBFBD>vec4
texture1DProjLod<EFBFBD>1024<EFBFBD>(sampler1D sampler, vec2 coord, float lod)<29>0<EFBFBD>vec4
texture1DProjLod<EFBFBD>1024<EFBFBD>(sampler1D sampler, vec4 coord, float lod)<29>0<EFBFBD>vec4
texture2D<EFBFBD>1024<EFBFBD>(sampler2D sampler, vec2 coord [, float bias] )<29>0<EFBFBD>vec4
texture2DLod<EFBFBD>1024<EFBFBD>(sampler2D sampler, vec2 coord, float lod)<29>0<EFBFBD>vec4
texture2DProj<EFBFBD>1024<EFBFBD>(sampler2D sampler, vec3 coord [, float bias] )<29>0<EFBFBD>vec4
texture2DProj<EFBFBD>1024<EFBFBD>(sampler2D sampler, vec4 coord [, float bias] )<29>0<EFBFBD>vec4
texture2DProjLod<EFBFBD>1024<EFBFBD>(sampler2D sampler, vec3 coord, float lod)<29>0<EFBFBD>vec4
texture2DProjLod<EFBFBD>1024<EFBFBD>(sampler2D sampler, vec4 coord, float lod)<29>0<EFBFBD>vec4
texture3D<EFBFBD>1024<EFBFBD>(sampler3D sampler, vec3 coord [, float bias] )<29>0<EFBFBD>vec4
texture3DLod<EFBFBD>1024<EFBFBD>(sampler3D sampler, vec3 coord, float lod)<29>0<EFBFBD>vec4
texture3DProj<EFBFBD>1024<EFBFBD>(sampler3D sampler, vec4 coord [, float bias] )<29>0<EFBFBD>vec4
texture3DProjLod<EFBFBD>1024<EFBFBD>(sampler3D sampler, vec4 coord, float lod)<29>0<EFBFBD>vec4
textureCube<EFBFBD>1024<EFBFBD>(samplerCube sampler, vec3 coord [, float bias] )<29>0<EFBFBD>vec4
textureCubeLod<EFBFBD>1024<EFBFBD>(samplerCube sampler, vec3 coord, float lod)<29>0<EFBFBD>vec4
textureGrad<EFBFBD>1024<EFBFBD>(gsampler1D sampler, float P, float dPdx, float dPdy)<29>0<EFBFBD>gvec4
textureGrad<EFBFBD>1024<EFBFBD>(gsampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy)<29>0<EFBFBD>gvec4
textureGrad<EFBFBD>1024<EFBFBD>(gsampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy)<29>0<EFBFBD>gvec4
textureGrad<EFBFBD>1024<EFBFBD>(gsamplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy)<29>0<EFBFBD>gvec4
textureGrad<EFBFBD>1024<EFBFBD>(sampler1DShadow sampler, vec3 P, float dPdx, float dPdy)<29>0<EFBFBD>float
textureGrad<EFBFBD>1024<EFBFBD>(sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy)<29>0<EFBFBD>float
textureGrad<EFBFBD>1024<EFBFBD>(samplerCubeShadow sampler, vec4 P, vec3 dPdx, vec3 dPdy)<29>0<EFBFBD>float
textureGrad<EFBFBD>1024<EFBFBD>(gsampler1DArray sampler, vec2 P, float dPdx, float dPdy)<29>0<EFBFBD>gvec4
textureGrad<EFBFBD>1024<EFBFBD>(gsampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy)<29>0<EFBFBD>gvec4
textureGrad<EFBFBD>1024<EFBFBD>(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy)<29>0<EFBFBD>float
textureGrad<EFBFBD>1024<EFBFBD>(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy)<29>0<EFBFBD>float
textureGradOffset<EFBFBD>1024<EFBFBD>(gsampler1D sampler, float P, float dPdx, float dPdy, int offset)<29>0<EFBFBD>gvec4
textureGradOffset<EFBFBD>1024<EFBFBD>(gsampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy, ivec2 offset)<29>0<EFBFBD>gvec4
textureGradOffset<EFBFBD>1024<EFBFBD>(gsampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy, ivec3 offset)<29>0<EFBFBD>gvec4
textureGradOffset<EFBFBD>1024<EFBFBD>(sampler1DShadow sampler, vec3 P, float dPdx, float dPdy, int offset )<29>0<EFBFBD>float
textureGradOffset<EFBFBD>1024<EFBFBD>(sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset)<29>0<EFBFBD>float
textureGradOffset<EFBFBD>1024<EFBFBD>(samplerCubeShadow sampler, vec4 P, vec3 dPdx, vec3 dPdy, ivec2 offset)<29>0<EFBFBD>float
textureGradOffset<EFBFBD>1024<EFBFBD>(gsampler1DArray sampler, vec2 P, float dPdx, float dPdy, int offset)<29>0<EFBFBD>gvec4
textureGradOffset<EFBFBD>1024<EFBFBD>(gsampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset)<29>0<EFBFBD>gvec4
textureGradOffset<EFBFBD>1024<EFBFBD>(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy, int offset)<29>0<EFBFBD>float
textureGradOffset<EFBFBD>1024<EFBFBD>(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset)<29>0<EFBFBD>float
textureLod<EFBFBD>1024<EFBFBD>(gsampler1D sampler, float P, float lod)<29>0<EFBFBD>gvec4
textureLod<EFBFBD>1024<EFBFBD>(gsampler2D sampler, vec2 P, float lod)<29>0<EFBFBD>gvec4
textureLod<EFBFBD>1024<EFBFBD>(gsampler3D sampler, vec3 P, float lod)<29>0<EFBFBD>gvec4
textureLod<EFBFBD>1024<EFBFBD>(gsamplerCube sampler, vec3 P, float lod)<29>0<EFBFBD>gvec4
textureLod<EFBFBD>1024<EFBFBD>(sampler1DShadow sampler, vec3 P, float lod)<29>0<EFBFBD>float
textureLod<EFBFBD>1024<EFBFBD>(sampler2DShadow sampler, vec3 P, float lod)<29>0<EFBFBD>float
textureLod<EFBFBD>1024<EFBFBD>(gsampler1DArray sampler, vec2 P, float lod)<29>0<EFBFBD>gvec4
textureLod<EFBFBD>1024<EFBFBD>(gsampler2DArray sampler, vec3 P, float lod)<29>0<EFBFBD>gvec4
textureLod<EFBFBD>1024<EFBFBD>(sampler1DArrayShadow sampler, vec3 P, float lod)<29>0<EFBFBD>float
textureLodOffset<EFBFBD>1024<EFBFBD>(gsampler1D sampler, float P, float lod, int offset)<29>0<EFBFBD>gvec4
textureLodOffset<EFBFBD>1024<EFBFBD>(gsampler2D sampler, vec2 P, float lod, ivec2 offset)<29>0<EFBFBD>gvec4
textureLodOffset<EFBFBD>1024<EFBFBD>(gsampler3D sampler, vec3 P, float lod, ivec3 offset)<29>0<EFBFBD>gvec4
textureLodOffset<EFBFBD>1024<EFBFBD>(sampler1DShadow sampler, vec3 P, float lod, int offset)<29>0<EFBFBD>float
textureLodOffset<EFBFBD>1024<EFBFBD>(sampler2DShadow sampler, vec3 P, float lod, ivec2 offset)<29>0<EFBFBD>float
textureLodOffset<EFBFBD>1024<EFBFBD>(gsampler1DArray sampler, vec2 P, float lod, int offset)<29>0<EFBFBD>gvec4
textureLodOffset<EFBFBD>1024<EFBFBD>(gsampler2DArray sampler, vec3 P, float lod, ivec2 offset)<29>0<EFBFBD>gvec4
textureLodOffset<EFBFBD>1024<EFBFBD>(sampler1DArrayShadow sampler, vec3 P, float lod, int offset)<29>0<EFBFBD>float
textureOffset<EFBFBD>1024<EFBFBD>(gsampler1D sampler, float P, int offset [, float bias] )<29>0<EFBFBD>gvec4
textureOffset<EFBFBD>1024<EFBFBD>(gsampler2D sampler, vec2 P, ivec2 offset [, float bias] )<29>0<EFBFBD>gvec4
textureOffset<EFBFBD>1024<EFBFBD>(gsampler3D sampler, vec3 P, ivec3 offset [, float bias] )<29>0<EFBFBD>gvec4
textureOffset<EFBFBD>1024<EFBFBD>(sampler1DShadow sampler, vec3 P, int offset [, float bias] )<29>0<EFBFBD>float
textureOffset<EFBFBD>1024<EFBFBD>(sampler2DShadow sampler, vec3 P, ivec2 offset [, float bias] )<29>0<EFBFBD>float
textureOffset<EFBFBD>1024<EFBFBD>(gsampler1DArray sampler, vec2 P, int offset [, float bias] )<29>0<EFBFBD>gvec4
textureOffset<EFBFBD>1024<EFBFBD>(gsampler2DArray sampler, vec3 P, ivec2 offset [, float bias] )<29>0<EFBFBD>gvec4
textureOffset<EFBFBD>1024<EFBFBD>(sampler1DArrayShadow sampler, vec3 P, int offset [, float bias] )<29>0<EFBFBD>float
textureProj<EFBFBD>1024<EFBFBD>(gsampler1D sampler, vec2 P [, float bias] )<29>0<EFBFBD>gvec4
textureProj<EFBFBD>1024<EFBFBD>(gsampler1D sampler, vec4 P [, float bias] )<29>0<EFBFBD>gvec4
textureProj<EFBFBD>1024<EFBFBD>(gsampler2D sampler, vec3 P [, float bias] )<29>0<EFBFBD>gvec4
textureProj<EFBFBD>1024<EFBFBD>(gsampler2D sampler, vec4 P [, float bias] )<29>0<EFBFBD>gvec4
textureProj<EFBFBD>1024<EFBFBD>(gsampler3D sampler, vec4 P [, float bias] )<29>0<EFBFBD>gvec4
textureProj<EFBFBD>1024<EFBFBD>(sampler1DShadow sampler, vec4 P [, float bias] )<29>0<EFBFBD>float
textureProj<EFBFBD>1024<EFBFBD>(sampler2DShadow sampler, vec4 P [, float bias] )<29>0<EFBFBD>float
textureProjGrad<EFBFBD>1024<EFBFBD>(gsampler1D sampler, vec2 P, float dPdx, float dPdy)<29>0<EFBFBD>gvec4
textureProjGrad<EFBFBD>1024<EFBFBD>(gsampler1D sampler, vec4 P, float dPdx, float dPdy)<29>0<EFBFBD>gvec4
textureProjGrad<EFBFBD>1024<EFBFBD>(gsampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy)<29>0<EFBFBD>gvec4
textureProjGrad<EFBFBD>1024<EFBFBD>(gsampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy)<29>0<EFBFBD>gvec4
textureProjGrad<EFBFBD>1024<EFBFBD>(gsampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy)<29>0<EFBFBD>gvec4
textureProjGrad<EFBFBD>1024<EFBFBD>(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy)<29>0<EFBFBD>float
textureProjGrad<EFBFBD>1024<EFBFBD>(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy)<29>0<EFBFBD>float
textureProjGradOffset<EFBFBD>1024<EFBFBD>(gsampler1D sampler, vec2 P, float dPdx, float dPdy, int offset)<29>0<EFBFBD>gvec4
textureProjGradOffset<EFBFBD>1024<EFBFBD>(gsampler1D sampler, vec4 P, float dPdx, float dPdy, int offset)<29>0<EFBFBD>gvec4
textureProjGradOffset<EFBFBD>1024<EFBFBD>(gsampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy, vec2 offset)<29>0<EFBFBD>gvec4
textureProjGradOffset<EFBFBD>1024<EFBFBD>(gsampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy, vec2 offset)<29>0<EFBFBD>gvec4
textureProjGradOffset<EFBFBD>1024<EFBFBD>(gsampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy, vec3 offset)<29>0<EFBFBD>gvec4
textureProjGradOffset<EFBFBD>1024<EFBFBD>(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy, int offset)<29>0<EFBFBD>float
textureProjGradOffset<EFBFBD>1024<EFBFBD>(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy, vec2 offset)<29>0<EFBFBD>float
textureProjLod<EFBFBD>1024<EFBFBD>(gsampler1D sampler, vec2 P, float lod)<29>0<EFBFBD>gvec4
textureProjLod<EFBFBD>1024<EFBFBD>(gsampler1D sampler, vec4 P, float lod)<29>0<EFBFBD>gvec4
textureProjLod<EFBFBD>1024<EFBFBD>(gsampler2D sampler, vec3 P, float lod)<29>0<EFBFBD>gvec4
textureProjLod<EFBFBD>1024<EFBFBD>(gsampler2D sampler, vec4 P, float lod)<29>0<EFBFBD>gvec4
textureProjLod<EFBFBD>1024<EFBFBD>(gsampler3D sampler, vec4 P, float lod)<29>0<EFBFBD>gvec4
textureProjLod<EFBFBD>1024<EFBFBD>(sampler1DShadow sampler, vec4 P, float lod)<29>0<EFBFBD>float
textureProjLod<EFBFBD>1024<EFBFBD>(sampler2DShadow sampler, vec4 P, float lod)<29>0<EFBFBD>float
textureProjLodOffset<EFBFBD>1024<EFBFBD>(gsampler1D sampler, vec2 P, float lod, int offset)<29>0<EFBFBD>gvec4
textureProjLodOffset<EFBFBD>1024<EFBFBD>(gsampler1D sampler, vec4 P, float lod, int offset)<29>0<EFBFBD>gvec4
textureProjLodOffset<EFBFBD>1024<EFBFBD>(gsampler2D sampler, vec3 P, float lod, ivec2 offset)<29>0<EFBFBD>gvec4
textureProjLodOffset<EFBFBD>1024<EFBFBD>(gsampler2D sampler, vec4 P, float lod, ivec2 offset)<29>0<EFBFBD>gvec4
textureProjLodOffset<EFBFBD>1024<EFBFBD>(gsampler3D sampler, vec4 P, float lod, ivec3 offset)<29>0<EFBFBD>gvec4
textureProjLodOffset<EFBFBD>1024<EFBFBD>(sampler1DShadow sampler, vec4 P, float lod, int offset)<29>0<EFBFBD>float
textureProjLodOffset<EFBFBD>1024<EFBFBD>(sampler2DShadow sampler, vec4 P, float lod, ivec2 offset)<29>0<EFBFBD>float
textureProjOffset<EFBFBD>1024<EFBFBD>(gsampler1D sampler, vec2 P, int offset [, float bias] )<29>0<EFBFBD>gvec4
textureProjOffset<EFBFBD>1024<EFBFBD>(gsampler1D sampler, vec4 P, int offset [, float bias] )<29>0<EFBFBD>gvec4
textureProjOffset<EFBFBD>1024<EFBFBD>(gsampler2D sampler, vec3 P, ivec2 offset [, float bias] )<29>0<EFBFBD>gvec4
textureProjOffset<EFBFBD>1024<EFBFBD>(gsampler2D sampler, vec4 P, ivec2 offset [, float bias] )<29>0<EFBFBD>gvec4
textureProjOffset<EFBFBD>1024<EFBFBD>(gsampler3D sampler, vec4 P, ivec3 offset [, float bias] )<29>0<EFBFBD>gvec4
textureProjOffset<EFBFBD>1024<EFBFBD>(sampler1DShadow sampler, vec4 P, int offset [, float bias] )<29>0<EFBFBD>float
textureProjOffset<EFBFBD>1024<EFBFBD>(sampler2DShadow sampler, vec4 P, ivec2 offset [, float bias] )<29>0<EFBFBD>float
textureSize<EFBFBD>1024<EFBFBD>(gsampler1D sampler, int lod)<29>0<EFBFBD>int
textureSize<EFBFBD>1024<EFBFBD>(gsampler2D sampler, int lod)<29>0<EFBFBD>ivec2
textureSize<EFBFBD>1024<EFBFBD>(gsampler3D sampler, int lod)<29>0<EFBFBD>ivec3
textureSize<EFBFBD>1024<EFBFBD>(gsamplerCube sampler, int lod)<29>0<EFBFBD>ivec2
textureSize<EFBFBD>1024<EFBFBD>(sampler1DShadow sampler, int lod)<29>0<EFBFBD>int
textureSize<EFBFBD>1024<EFBFBD>(sampler2DShadow sampler, int lod)<29>0<EFBFBD>ivec2
textureSize<EFBFBD>1024<EFBFBD>(gsampler1DArray sampler, int lod)<29>0<EFBFBD>ivec2
textureSize<EFBFBD>1024<EFBFBD>(gsampler2DArray sampler, int lod)<29>0<EFBFBD>ivec3
textureSize<EFBFBD>1024<EFBFBD>(sampler1DArrayShadow sampler, int lod)<29>0<EFBFBD>ivec2
textureSize<EFBFBD>1024<EFBFBD>(sampler2DArrayShadow sampler, int lod)<29>0<EFBFBD>ivec3
transpose<EFBFBD>1024<EFBFBD>(mat2 m)<29>0<EFBFBD>mat2
transpose<EFBFBD>1024<EFBFBD>(mat3 m)<29>0<EFBFBD>mat3
transpose<EFBFBD>1024<EFBFBD>(mat4 m)<29>0<EFBFBD>mat4
transpose<EFBFBD>1024<EFBFBD>(mat3x2 m)<29>0<EFBFBD>mat2x3
transpose<EFBFBD>1024<EFBFBD>(mat2x3 m)<29>0<EFBFBD>mat3x2
transpose<EFBFBD>1024<EFBFBD>(mat4x2 m)<29>0<EFBFBD>mat2x4
transpose<EFBFBD>1024<EFBFBD>(mat2x4 m)<29>0<EFBFBD>mat4x2
transpose<EFBFBD>1024<EFBFBD>(mat4x3 m)<29>0<EFBFBD>mat3x4
transpose<EFBFBD>1024<EFBFBD>(mat3x4 m)<29>0<EFBFBD>mat4x3
trunc<EFBFBD>1024<EFBFBD>(genType x)<29>0<EFBFBD>genType