@@ -1914,7 +1914,7 @@ public vector<T.Element,4> texture(Sampler1D<T> sampler, float p)
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__generic < T:ITexelElement>
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[ForceInline]
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[require(cpp_glsl_hlsl_spirv, texture_sm_4_0_fragment)]
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- public vector< T.Element,4 > texture(Sampler1D< T> sampler, float p, constexpr float bias)
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+ public vector< T.Element,4 > texture(Sampler1D< T> sampler, float p, float bias)
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{
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return __vectorReshape2< T .Element , 4 > (sampler .SampleBias (p, bias));
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}
@@ -1950,7 +1950,7 @@ public vector<T.Element,4> texture(_Texture<
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0 , // isShadow
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1 , // isCombined
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format
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- > sampler, vector< float ,Shape.dimensions+ isArray> p, constexpr float bias)
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+ > sampler, vector< float ,Shape.dimensions+ isArray> p, float bias)
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{
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return __vectorReshape2< T .Element ,4 > (sampler .SampleBias (p, bias));
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}
@@ -3891,7 +3891,7 @@ public vector<T.Element,4> textureGatherOffset(_Texture<
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0 , // isShadow
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1 , // isCombined
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format
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- > sampler, vector< float ,2 + isArray> p, constexpr vector< int ,2 > offset, int comp = 0 )
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+ > sampler, vector< float ,2 + isArray> p, vector< int ,2 > offset, int comp = 0 )
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{
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switch (comp)
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{
@@ -3915,11 +3915,12 @@ public vec4 textureGatherOffset(_Texture<
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1 , // isShadow
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1 , // isCombined
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format
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- > sampler, vector< float ,2 + isArray> p, float refZ, constexpr vector< int ,2 > offset)
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+ > sampler, vector< float ,2 + isArray> p, float refZ, vector< int ,2 > offset)
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{
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return sampler .GatherCmp (p, refZ, offset);
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}
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+
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// -------------------
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// textureGatherOffsets
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// -------------------
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